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Everything posted by eezstreet
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The screenshot that Chalk provided looks disproportionately tall. Also, yeah, the wing pylons as well as the bottom/top of the command pod look wrong (Chalk's is smooth, the movie versions have rough edges/possible hatches, I'm not sure what those are).
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I agree with what's been said above. You should focus on multiplayer first. There isn't a TFU multiplayer, while there is a TFU single player, and single player requires more resources anyway.
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Take my advice, and interpret it as "make an accurate TIE or don't at all".
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That's a reason. Replacing it because it's inaccurate = good reason, replacing it because it's base = bad reason. That's just my logic of course. Some of the base stuff in my opinion is alright to keep.
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Replacing stuff just because you don't want base stuff is fairly asinine, if you ask me. But that's just my opinion.
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I'm still not completely understanding what's wrong with the base JA tie, a tie is a tie. Time would be better spent elsewhere in my opinion.
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Why do you make so much mention of your mod failing? You need some more confidence, man. People aren't going to help you if you can't at least inspire them with some confidence that it's going to succeed.
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Why was remaking the TIE Fighter necessary, if I might ask?
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@1 It's called cvarStrList, so naturally it doesn't work with commands. What are you trying to do exactly? @3: Submit an OpenJK issue, someone will likely check it out if you provide a .menu
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1. You really shouldn't do it like that, a number field is much better to use because less overhead and also you don't have to worry about different languages screwing the string up. 2. Editfields weren't meant to be scrolled. The only elements that are natively scrollable are feeders. Use some ownerdraw code for scrollable stuff like that. "autowrapped" keyword will work though, but scrolling will be buggy without further code. 3. Autowrapped/textscroll are compatible with each other, see Siege class selection menu for a really good example (weapon descriptions). Though I think the actual text inside them are ownerdraw (unsure)
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JA+ might be incompatible with it, I've heard of crashes at least on the client. Exercise some caution.
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SP is buggy and possibly doesn't work in certain OSes. Also there's a really weird bug in Linux where rocks in t1_surprise and buildings in t1_rail are replaced with models of trees. Prior to OpenJK, /cmdlist was completely broken in SP as well. This is the sort of stuff I'm referring to. The issues with flood protect bypassing and cvar string DDOSing could also use fixing
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Any compilers faster than the one with Radiant 1.4?
eezstreet replied to Acrobat's topic in Jedi Knight General Discussions
@@Xycaleth: Increasing the max memory pool eliminates the need for -lomem option in certain situations, and -lomem is known to cause astronomical speed reduction. -
I don't think we should be worrying too much about the player. The player should be expecting a clean, working game. OpenJK was never meant to add features. I'm just listing some things which need worked on.
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Here are some things which might serve as milestones which might be achieved. Don't hold me to some of these as we still need some idea here: - x64 Linux support - Oculus Rift support (workaround suggested, official SDK is off-limits) - VOIP ported from ioq3 (?) - Ghoul2 could honestly use porting from the renderer modules to the executable. In addition to killing off rd-dedicated, this would also fix various issues that arise from mismatching - Renderer modules need to be independent from SP/MP. That is, SP and MP need to be using the same renderer DLLs. Less overhead. All that this needs is to make sure the renderers are consistent and using the same exports properly. - OpenAL sound system needs completely replaced, perhaps with additional efx stuff. Reason being is that it's ugly and horribly buggy, not to mention the incredibly large number of issues with snd_restart - Mod menu needs to properly restart stuff all the way, as to fix issues with ghoul2, animations and EFX not being properly working. - Linux buildbot slave (?) - Possibly work in ^8 and ^9 a la what JKG does, if it doesn't break compat and there's enough community consensus as to what those colors should be. - JK2 support for MP, backwards compatibility for older QVMs using legacy bridge - Continue to poke and prod and make sure SP works on both games and on all platforms - Analog joystick support + vibration support (XInput/DirectInput on Windows, depending on in_joystick setting. SDL 2 for Mac and Linux)
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Playstation 4 will feature a headset with the console package. Best of all, the headset jack on the controller is standard, meaning all PC-usable headsets apply here. This is pretty fantastic I think, as it makes the game a lot more social. Meanwhile, Xbox One will include no headsets, still use the same proprietary jack, and Kinect commands apparently can't be piped in through the headset.
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You'd also render the scene ad naueseum, basically causing the scene to re-render, wheras HOM is a visual anomaly acting as a visual imprint, so the FPS will be absolutely awful, that is if the game doesn't infinite loop out of recursion.
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Sounds like driver issues for sure. That or the video card really really sucks. How old is this laptop again? Elite Forces doesn't use ARB shaders though and uses fairly out of date rendering methods when compared to JKA. That, or try contacting AMD about the issue. Also try doing a dxdiag and make sure that it recognizes the video card correctly. What is the framerate like in Elite Forces?
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Not quite. It can handle one reflection per PVS leaf. A really shitty and awkward limit, I know, but it worked well enough for the demo mission (floor in the final battle area had reflections)
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Let me explain how this plays out, using the analogy of a car. A physics engine is exactly that -- it's an engine. You have to pipe all the game's collision into said system, which isn't remotely feasible without a significant amount of work considering all the math that's hashed out on the side.. So you have the game engine and the physics engine. Essentially, they're both 4 cylinder engines, and you want to fuse them together to make an 8 cylinder powerhouse. That is quite the welding job, and you'll have to do a lot of welding yourself, and the exhaust and so forth, to the point where it would have made more sense to replace the engine or do other significant changes to it. Listing papers is useless. We know how Google works, we know how to find what we're looking for, we don't need zillions of emails about it when only a few people are concerned about it. And we're way too early on to worry about it at this rate, especially when we have important milestones that yet need to be reached (like..a first release. Or Occulus Rift support. Or proper analog movement using joysticks. Or an OpenAL sound system that isn't hack-ridden, or OGG Vorbis support for sounds and XviD for video. Or actual wind in MP, which would be kinda important for cloth physics, would it not?) For the record though, I'm just stating things as they are now.
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Is there a way to use maps from Cintematics?
eezstreet replied to YesImSev's topic in Jedi Knight General Discussions
Lugormod servers infrequently use the t1_inter and academy4 maps on their servers, using misc_bsp. -
Tried running in windowed mode?
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/r_atihack 1 Try this in the console. Then do a vid_restart. If that doesn't work, turn it back off and vid_restart again.