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Everything posted by eezstreet
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Assertation Failed Error and Questions about OJK
eezstreet replied to xxt65xx's topic in Coding and Scripts
https://github.com/eezstreet/JediKnight2 is the clean, unadulterated code for Jedi Knight 2. I plan on getting MP and JKA done as well. My code doesn't contain any alterations to it like OpenJK has, this is perfect for people in your situation that just need a working base. EDIT: And like I said, it should definitely compile with VS6, the problem is that Raven used very old code conventions which aren't valid anymore. It takes around 6-8 man-hours to convert the code to a workable state on newer compilers. -
Galak Spawning not working on Outcast maps
eezstreet replied to xxt65xx's topic in Modding Assistance
Well the only things that I'm aware of: - Animations, you'll need a new skeleton which contains the missing Outcast animations - Crash upon picking up saber in yavin_trial - Crash upon gravity shift in doom_shields - waypoint_navgoal_2, waypoint_navgoal_4, waypoint_navhoal_8, waypoint_navgoal_16, and waypoint_navgoal_32 don't exist (hence most of the waypoints being broken). Only difference is the size of the bounding box. Some navigation issues still persist despite this, including Lando's approach at the Lady Luck, Luke's walking scene in yavin_temple, 90% of valley, and ns_streets bar scene - Water in yavin_swamp is busted, due to raven changing the surfaceflags - ATST in yavin_canyon can be problematic - Turret section in doom_detention doesn't really work, not really important since it's really irrelevant and largely just for kicks. -
Galak Spawning not working on Outcast maps
eezstreet replied to xxt65xx's topic in Modding Assistance
VS2010 or later is needed to compile OpenJK, or use CMake (please read the documentation on the GitHub page for more information) Compiling from straight GPL source requires Visual Studio 6. It does not compile correctly on any other version without major changes to the code. No, the issue is because the script_targetname of the player entity in JKA is "player" instead of "Kyle" like it is in JK2. For this reason, all ICARUS blocks which use affect("Kyle") will not work correctly in JKA. My method is the quick one -- simply changing the script_targetname to be "Kyle" instead of "player". You can also change those blocks to read affect("player") but this will take forever as nearly every script does it. -
Galak Spawning not working on Outcast maps
eezstreet replied to xxt65xx's topic in Modding Assistance
Side note (sorry for double post, editing system made it difficult to edit my post), if you want to fix 95% of the issues with cutscenes, make the following changes: Change this line in g_client.cpp: ent->targetname = ent->script_targetname = "player"; to: ent->targetname = ent->script_targetname = "kyle"; I hacked in both this and the Galak fix back when I was working on Jedi Knight 2 Uncut, which uses JA to play JK2. -
Galak Spawning not working on Outcast maps
eezstreet replied to xxt65xx's topic in Modding Assistance
That's because Raven derped and totally nerfed NPC_Galak for no reason whatsoever. In NPC_Spawn.cpp, change this: /*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY MECH - will be the armored Galak DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it CINEMATIC - Will spawn with no default AI (BS_CINEMATIC) NOTSOLID - Starts not solid STARTINSOLID - Don't try to fix if spawn in solid SHY - Spawner is shy */ void SP_NPC_Galak( gentity_t *self) { } to this: /*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY MECH - will be the armored Galak DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it CINEMATIC - Will spawn with no default AI (BS_CINEMATIC) NOTSOLID - Starts not solid STARTINSOLID - Don't try to fix if spawn in solid SHY - Spawner is shy */ void SP_NPC_Galak( gentity_t *self) { if ( self->spawnflags & 1 ) { self->NPC_type = "Galak_Mech"; NPC_GalakMech_Precache(); } else { self->NPC_type = "Galak"; } SP_NPC_spawner( self ); } -
How to disable "playerwintergear" script into the hoth map ?
eezstreet replied to Kriskopreved's topic in Modding Assistance
Not quite. -
Should I write a "how to make a siege map tutorial"?
eezstreet replied to AradorasXeon's topic in WIPs, Teasers & Releases
Tut for siege stuff is in the SDK. -
Family Guy? Funny? Lynch this man, he's clearly a member of the Mafia. Didn't even claim role.
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Detours looked shit.
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BUT GUISE ROBOT CHICKEN AND FAMILY GUY DID THIS TOO, WHATS THE ISSUE??
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-lomem actually does exist for vis as I remember, but I dunno if it works properly. I think the parser for it is in place but the keyword physically does nothing.
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Yes you can. Use the hotkey for it or use the detail keyword in the shader.
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Removing people from a conversation and adding replacements
eezstreet replied to eezstreet's topic in JKHub Feedback & Help
Doesn't, I'm unable to invite more people. -
Two options: 1. Use a func_group for the bits of water which you don't want light, and in the func_group, add these keywords: _cs: 3 _rs: 3 The water should no longer cast or receive shadows. 2. Create a new shader for the water using all the standard properties and add the following keywords: nolightmap nodlight
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Converts wchar_t to char, dropping the extra Unicode information. Might be the solution to what you're looking for.
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inb4 game crashes with VM_Create on UI failed
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1. Elite Forces isn't locked at 60 FPS unless you have vertical sync on. 2. RPG-X mod is irrelevant. SDL refers to "Simple Directmedia Layer", Linux builds of OpenJK use it, albeit they use version 2.0 while RPG-X probably uses 1.2 or 1.5. Look at SDL.org and find precompiled 1.2 or 1.5 binaries for that. 3. JKA doesn't use SDL. I think the fix was done elsewhere
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This is way too much of a hassle to do something even remotely complex. If you're searching for a branching storyline, do us all a favor and code it proper. Use cull distance + fog to occlude distance and use models to display stuff beyond the max grid. Players can't go beyond the max grid but models with misc_model_static (read: not misc_model) can. Or, you can use a sky portal, but I'm not a big fan of skyportals as you can clearly see their obvious lack of detail.
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Why is the extras menu a map? Also, please god no. We don't need arbitrary cell shading modes or steampunk modes for no reason. They don't contribute anything to a game.
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I already pretty much said what was possible. As far as loadscreens are concerned, ROQs in place of textures are possible and to some extent already used (Chicago streets used an animmap, which would have a similar effect). ROQs would likely be very jittery/stuttery though due to the way it works. If you're referring to JKG though, we're completely reworking the loadscreens and also working on SWFs being used in place of shaders, so I suppose that SWFs might be used during a load screen (playing a minigame or complex animation during a load screen? COOL.) Blank maps during loading = impossible without extensive changes to the code (think what we're doing with JKG -- asynchronous loading, but having to load another map on top of that which is incredibly inefficient on this engine)
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Delete this topic. I can't, otherwise I would.
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To elaborate more on what @@Xycaleth said and to tie it into what I said, you could in theory use level streaming by tossing out the PVS system and lighting and instead opting for more portal-based level stuff and dynamic lighting ala Doom 3 and use one BSP for each cell. But that leaves the texture loading, which needs less compression in order to lower load times, and the actual system itself. Lots of coding no matter what.
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Essentially mapping right now works off of a system that has existed since the days of Doom, called Binary Space Partitioning (BSP). Quake 3 and beyond use a slightly different BSP system, instead of WAD like Doom does (I have no clue how id Tech 2 or id Tech 4 handle it). Here's a small listing of the formats: - IBSP -- Quake 3, Tremulous, Urban Terror (?) - RBSP -- Elite Forces, Jedi Knight 2 + Academy, SoF II - CBSP -- Call of Duty games up to (and possibly including) Ghosts - VBSP (sometimes referred to as SBSP) -- games made using Valve's Source Engine Each variant of the BSP uses different lumps, which constitute different data, such as lighting and so forth. There's also PVS, which helps determine which sections of the map are visible from different sections. Now, open world games use different forms of level streaming. Gamebyro and Skyrim's engine construct a giant grid, and only the cell containing the player and a few surrounding cells are loaded during load screens. Whenever the player moves in a certain direction, additional cells become preloaded based on position, and old cells are cached and compressed in a small chunk of memory for later use. Stuff like vegetation position and so forth is tossed out completely and reloaded or regenerated I think. The basic problem with open world games and attempting them in JKA is based off of three core problems: You cannot use level streaming, period. I've spent a lot of time trying to develop level streaming to a way that works, and frankly it isn't possible without extensive editsPVS is incredibly nasty to deal with in an open world game. @@Pande will know of the woes associated with using a -lomem vis compile.I lied, there's only two reasons. Just making sure you're paying attention here.JKG managed to fake this pretty well. Essentially what JKG did was build each map into a series of layers. Using the -cs and -rs on different func_groups, you are able to control which func_groups are able to cast and receive shadows. Each layer would have its own cs and rs values, starting from 2 and working its way up. Using maps in the shape of valleys and using small cutscenes, the player would transition between the layers. This works pretty well, actually, despite being static. You can achieve a map with a maximum of 5 miles x 5 miles (approximately) using this method. I have another theory about space and having massive star destroyers and such, but I don't want to spoil too many state secrets.
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SQL server went down earlier with a failure, and now I have access to the moderator CP. Possible security breach or intended?
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Zero. Ain't nobody got time for that.