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Everything posted by eezstreet
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Jedi Knight Galaxies source code released
eezstreet replied to eezstreet's topic in Coding and Scripts
I'm afraid I don't follow. Still developed on a schedule. The code edits are just being made available for a number of reasons:1. The community can benefit from the additions. I can't mention the number of times where I've said "Well, JKG did this..." 2. Others can contribute to the code where we sometimes fail 3. People can submit issues to the issue tracker, which is a handy way of tracking them since they're integrated directly into the repo 4. Better transparency with the community about what's going on. If people question whether the project is dead, we can point to the repo as evidence that the project isn't dead. 5. Once Raz0r finishes QVM layer strippage in OpenJK, we're going to use OpenJK for engine code, albeit heavily modified. Slated improvements to the core engine: - C++ified all the game code - Improved file system with support for PK3 protection and new archive formats entirely. - ogv/ogm support for sounds and video - Runs off a modified version of rd-strawberry or rend2, with Scaleform-like menus and UI. - (Possibly) scripted HUD using Lua or Angelscript (haven't made up my mind yet) That's just the basic stuff that I wanted to code into the engine, anyway. -
Jedi Knight Galaxies source code released
eezstreet replied to eezstreet's topic in Coding and Scripts
Don't really understand the animosity being displayed, but the source code is there for people to use, granted they adhere to the GPL of course. I believe they're wanting to require base assets until they manage to finish replacing all of the existing base assets. All that they need to replace so far as I know is some of the menus, new player models, some sounds, and crosshair graphics. Seeing as how there's other standalone projects which are doing fine (Star Wars: BattleCry et al), I doubt we're in any serious threat of copyright claims. -
Debug and place a breakpoint on the Com_Error that's triggering that.
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Jedi Knight Galaxies source code released
eezstreet replied to eezstreet's topic in Coding and Scripts
Based on what? I believe the team was going to require the original game's assets still. -
Hello there.
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http://github.com/eezstreet/JediKnightGalaxies Code will take a while to update onto the repo -- it's a few gigs. Code is covered under the terms of the GNU GPL v2. This is for compatibility with OpenJK fixes.
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Hold the phone, looks like the edits were done wrong. Try changing the stuff above like this: extern int showPowers[MAX_SHOWPOWERS+1]; extern char *showPowersName[MAX_SHOWPOWERS+1]; revert the other cahnge
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JK series _humanoid Character Animation Rig
eezstreet replied to minilogoguy18's topic in WIPs, Teasers & Releases
Unfortunately not. I want some first person models though :3 Yeah, that would be the general idea. The idea is that I'd take the regular shooting animation and then apply a rotation transform to the shoulder bone and head bone in the general direction of the crosshair. @@Archangel35757: such stuff would probably be possible, but i have no clue how that in particular might work -
JK series _humanoid Character Animation Rig
eezstreet replied to minilogoguy18's topic in WIPs, Teasers & Releases
Yea, probably the aim-down-sights button. Then press the fire button to actually fire. I was going to try and do mesh based collision for vehicles too so they're not too blocky and derpy. /me wants cockpit models, damn it -
- 15 comments
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- .Map Source File Included
- Containing NPCs
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JK series _humanoid Character Animation Rig
eezstreet replied to minilogoguy18's topic in WIPs, Teasers & Releases
The rider. I had a weird idea to rotate the arm bones to make them follow where you were aiming when you shoot, and disconnect the view from the movement controls. Mostly the make the speeders feel more like the motorcycles in GTA for drive-bys, but I wanted to make the actual movement physics different. -
JK series _humanoid Character Animation Rig
eezstreet replied to minilogoguy18's topic in WIPs, Teasers & Releases
I'm slightly curious as to how Swoop anims are done. I was curious in doing a slight code-induced anim project in tandem with shooting anims for the swoop. Would need better vehicle physics though :< -
Same error?
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Try MAX_SHOWPOWERS-4 then.
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hour long interview with BS and jk2 makers
eezstreet replied to Acrobat's topic in Jedi Knight General Discussions
Already been linked like three times here already. :< -
Please show the code where it's happening.
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Check where it is breaking. It's one of the array definitions breaking (you need to change the entries)
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No. You need to edit the already existing lines in order for them to look like my lines.
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JA won't open after map installation.
eezstreet replied to nwc333's topic in Jedi Knight Tech Support
@@Szico VII: Fixed in OpenJK as of https://github.com/Razish/OpenJK/commit/e71ab51ad58b7bdb0045473e93dae4a1f6c8c6e7 -
#define MAX_SHOWPOWERS NUM_FORCE_POWERS-5 #define MAX_DPSHOWPOWERS NUM_FORCE_POWERS-1
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Yes. MAX_SHOWPOWERS should be NUM_FORCE_POWERS-5 MAX_DPSHOWPOWERS should be NUM_FORCE_POWERS-1
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I think it's limited to 16 force powers. Don't hold me to that.