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eezstreet

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Everything posted by eezstreet

  1. If that's your main thread, why are you making another thread? Just revive the current one.
  2. Just what video card are you using exactly? Also try updating drivers.
  3. Don't run using 256 colors. The game doesn't support that (it's 8-bit color, which is ancient as balls). Furthermore, OpenJK works perfectly fine, no black screen issue. I suggest you use that instead.
  4. I've decided to start up a mini tutorial series where I talk about how to do things that are frequently asked, hence the name, FAQ Series. Tutorials: 1. How to create a weapon [Done] 2. How to create a force power [Awaiting authorization] 3. How to make any weapon usable from swoops [Awaiting authorization] 4. How to create a new lightsaber style 5. How to create a new cvar 6. How to make absorb visible at all times (a la JK2 1.02) 7. How to disable katas
  5. Depends on who you're talking about...And this is totally the wrong section anyway.
  6. Change usercmd_t -> buttons from 'short' to 'unsigned long', and you can have up to 32 button slots, provided you add all the necessary info. This applies to MP and SP.
  7. RIP MoonDog's account

    1. Show previous comments  3 more
    2. ChalklYne
    3. Botdra

      Botdra

      Why do I always miss these events? What happened? I had to search up MUG's disappearance.

    4. CaptainChar

      CaptainChar

      I don't even know what happened, or if it did happen, or if this is a paradox

  8. @@Archangel35757: Ah, okay. Nevermind that then.
  9. I wish people would call me arrogant/an asshat to my face. It would make the job of reading through the lines a lot easier. @serenity: About the new buttons, you'd break backwards compatibility with the original game because in order to add more button slots, you'd have to change the networking code to allow for more than 16 buttons (Note: the 15th button slot was broken, OpenJK fixed it). For single player this wouldn't be bad, because backwards compatibility is already broken, and there aren't any mods that would be affected. On the other hand, multiplayer would be filled with issues with jamp.exe clients trying to connect to OpenJK servers and vice versa. We want OpenJK to work with base clients as well. @@Apprentice: Yeah, that isn't a bad idea per se. It just depends on how much demand there is for it. We don't want to implement things for the sake of implementing them, especially if only a small handful of maps are going to make use of them. I generally try to help new people and point them towards the JACoders tutorials, and I can offer some help in C, but a lot of the time I see people asking, "How can I make a new power that makes Jedi shoot lasers out of their eyeballs?" or stuff like that which is way too complex for a beginner to do. My advice to those people is to start small and work their way up. @Serenity; the signed/unsigned issue is not exactly an issue, it doesn't affect stability really at all. A signed/unsigned mismatch occurs when you're comparing, for instance, an unsigned integer variable with a signed integer variable. For example: unsigned int x = 6; int y = 6; if( x == y ) { ... } The above code is valid but will generate a warning. It's perfectly legal and stuff to do that, but the warning is quite annoying. So in Visual Studio, we can disable this warning by simply putting this line of code, somewhere where all the code includes (such as q_shared.h): #pragma warning(disable: 4389) // signed/unsigned mismatch This line of code causes issues in Linux, so you'll want to make sure it only does it in Windows. #ifdef _WIN32 #pragma warning(disable: 4386) // signed/unsigned mismatch #endif //_WIN32
  10. There's a "paper" keyword in FX files which can be used in either the spawnflags or flags field (I forget) along with ExpPhysics to produce paper physics when there is global wind in the map. This flag is one of the few hidden features of the FX system which are not explicitly mentioned or noted in EffectsEd. It's essentially a hidden feature. Now I'm wondering how this might affect cloth physics code..
  11. Aha, I see Xycaleth posted an eloquent solution. Ignore me. One thing to note -> FX can do Ghoul 2 and level collision with a relatively mild performance hit. Also of note is the "paper" FX keyword, which only works in SP (!!)
  12. OP needs a smaller signature, seriously. Side note, please stop making issues on GitHub and posting like six consecutive replies, please just use one post. Reason being is that it sends an email to all stargazers whenever you do that, which is a bit annoying. Anyway, back to business here. I've been looking into something which Rich referred to me. Goes by the name of Open Dynamics Engine. While I plan on trying to implement it for vehicle collision in the distant future, it might have a cloth simulation, I'm not sure. I know it does just basic stuff like mesh on plane collision and so forth, but it might have a cloth simulator too. If I get this implemented into the game before someone properly does that, and it does use cloth related primitives, feel free to steal that, as I might just go ahead and do that too. I just skimmed through the thread, but I'm a little concerned as to how you plan to implement this... Is this an addition to Ghoul 2? The way I'd do it is have some kinda external file to the skins and so forth which lists surfaces which combine to form a physics mesh so to speak that the physics system interacts with. Either way, using your own physics engine is counterintuitive and going to be a hell of a job to write on your own. You still need to figure out how that would work with Ghoul 2 on level collision and Ghoul 2 on Ghoul 2 collision. Anyway, PhysX and Havok are out of the picture as they aren't compatible with GPL.
  13. I'm saying that people shouldn't ask if something is possible, or ask if X unimportant/irrelevant/cant be properly implemented without bombing existing assets rendering feature can be implemented. Now I can understand if someone were to ask "Is it possible that you guys could implement Amiga support?", but to me anyway, there's a big difference between that and "Is Amiga support possible?". I would in general appreciate it if people were to ask legitimate questions or ask for legitimate features (read: not renderer-related ones outside of bug reports about broken renderer stuff), instead of, as Xycaleth mentioned with the GitHub issues, slog through a ton of junk issues which pertain to renderer crap like bumpmaps. We get enough questions like "Is X possible?" or "Can you guys add Bloom/normal maps/realistic physics/cloth physics/HDR/water physics/mesh collision/motion blur?" to allow me to simply say "No, read the OP next time please." Saves everyone a lot of time and effort.
  14. http://www.gamezone.com/news/2013/06/21/xbox-one-s-now-defunct-family-share-plan-sounds-more-like-a-glorified-demo
  15. Please re-read the bottom part of the original post.
  16. Don't recall anything like this. If you're referring to a patent that Sony filed regarding used discs, that was completely unrelated to the Playstation 4.
  17. Oh, I thought you might have had a Ghoul 2 version of the model and were wanting it in a map. Dunno what I was thinking there.
  18. More news. Rumor has it that the Xbox One family plan only allowed for up to an hour or so of play. Well. Nothing lost then.
  19. @@Mog there's no evidence that Sony had used game restrictions and there's no "always online" restriction on the PS4.
  20. Ghoul 2 can be used in maps. Use misc_model_G2 (or misc_modelG2, I forget the exact name), that will work for .glm
  21. It's a conspiracy man. Microsoft tricked EA into thinking they no longer needed online passes. That's why they reverted it later, man. They wanted people to still buy it. Microsoft's looking out for you man, even if they are sharing your information with the government, man. If corporations are arguing like this, it's a sign that The Man is weakening, man. It's not just good for the consumer, but everyone in general. *trips on acid for a while, and later recovers to find this post written in JKHub* Uh..oh...hey, right. Anyway, Micro$oft already pretty much lost. People have already probably preordered their console or know what they're going to buy. They ditched the family share plan, which is originally quite disappointing. Going to mention Angry Joe again, he did a recent interview with an M$ representative. The smug bastard pretty much said "Does Steam have a family share plan? Well, there you go, we'll take your money now." and when Joe said "Well..I mean is the check really necessary? I mean is that not something that can be removed? It seems pretty unnecessary..." and the guy replied "Are you a developer? Do you know about that for sure?"...yeah...looks a bit like a jackass now. I haven't had anything against Xbox prior to One, only thing I hate is that you have to pay for Gamertag changes, which is completely asinine. I'm actually going to be rebuilding an Xbox 360 at some point, and I like the interface and stuff it's just that I've completely lost any faith in Micro$oft as a serious developer in any regard after Windows 8 and Xbox One.
  22. I guess it's different from a coding perspective than a creative perspective, but most of the ideas I get are basically formed when playing the game itself. Like I might tell myself, Wouldn't it be cool if the rockets fired from this gun flew a bit drunkenly?" or "Damn it, this is really pissing me off. This needs fixed." I suppose from a creative perspective, one might play some games and think, "Wow. Something like that might be cool to see in JA, or maybe I'll implement a bed of spikes similar to this in one of my projects." I dunno. That's where I got some of the ideas I got anyway.
  23. He has a YouTube channel I think. That or Slider has one.
  24. Lightning impact effect? Hardcoded I'm fairly sure.
  25. Mapping isn't too bad either. It's where I started anyway.
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