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Posts posted by eezstreet
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Try doing /seta <the crap here>
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@DT I was hoping to get the view models for the weapon remake pack that @BlackResuru and @@Silverfang are working on to be in GLM format, so that we could animate them much better.
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Why would you need to redo it if it's 3D? Even if you had normal maps, you'd want dynamic lighting to take advantage of it, and that means you'd need to recompile the map, and thus, it'd be super irrelevant since you can just use a misc_model_breakable entity for switch animations.
And even if you kept it 2D, normal mapping is going to take you all of about 2 seconds to do because you're just slapping on a filter and saving the map, and then making a shader for that.
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Erm, you already can make 3D parts. Just need to alter the map geometry. See: basically any JKA SP level. Why do you need to wait?
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I'd like to break the gentity_t structure into a class with unions for client/server, and then have a few derived types ie Missile, LogicalEnt, et al. But yeah I can see why that might be seen as slow.
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https://github.com/eezstreet/OpenJK/tree/CPlusPlus
It's slightly outdated. I believe the reason they didn't want to do it was because they didn't want to make mods a pain or something. Something about merging, anyway.
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The builds are organized alphabetically, and they're named by hash, which is easily determined from the Github page for each commit.
Anyway, just copy openjk.x86.exe into Gsmedata, you don't need or probably want the other crap.
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Recent builds: http://109.200.20.132/~builds/
To get the code at that particular revision, dig through the commit log:
https://github.com/Razish/OpenJK/commits/master?page=2
Find the change that you want, hit "View Code @ XXXXXXXX" to see the whole code (which you can download as .zip, OR click on the commit name to see the change requires.
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protip: You can still download and compile the code that has just that fix, or apply the fix to clean source code, OR just download OpenJK precompiled.
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The Earth/Sun look really strange, but it could just be the lighting. o.o
For some reason I was thinking it would be more along the lines of this:
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All of removing one line of code:#1 - And would that be rather large? And how easy would it be to do?
ent->client->ps.jetpackFuel -= amount;
I'm paraphrasing here of course.
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@@Corto will definitely appreciate this if he hasn't gotten his code to work yet.
Yup. His post convinced me it was a good idea to start on this.
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Guys, listen to Szico, if you're testing maps or models and want to QUICKLY go into game and do /map or /devmap to see your stuff in game it WILL CRASH every time if you're using the widescreen workaround with /r_mode -1/-2. What he wants is a FIX so it DOESN'T CRASH when using these commands, I should also point out that it crashes even when selecting a map in say solo mode. The only work around I know of is since I had a home hosted server set up already I would set it to the map I wanted and /connect to my own server then say spawn my AT-RT and test it that way since going through the menu doesn't work.
FFS, I said like 10 times that this issue has been fixed. (It's listed on the OP...) Do people know how to read? I was saying that nothing is wrong with it in OpenJK at this point aside from HUD stretching..
And if you're so inclined you can just grab the most recent version from buildbot links on the project page.
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What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..
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https://github.com/eezstreet/JediKnight2
What is this?
Source code for Jedi Knight 2, with all the removed legal crap, and compiling under VC 2010. The product of about ~4 hours worth of labor, plus some additional time needed to add Multiplayer and collect all the source code for 1.02/1.03/1.04, which will go in separate codemp folders.
Why not OpenJK?
OpenJK has a bit of fluff on it that people might not want. Plus, it has JK2 and JA merged together for SP, which carries its own set of bugs. So I added this, with the hope that it will serve as an official "clean" source repository.
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Photobucket is known to compress screenshots. Might I recommend Dropbox?
Anyway, screenshots appear fine to me. Call me crazy.
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Replace tr_main.cpp (code/renderer), that should be enough. As for the lag, I'm not sure on that but it should be because the Debug stuff has like zero optimizations while release has significantly more. FX gets really laggy in particular.
Make sure you're grabbing release stuff from bin/Release, not bin/Debug.
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1. slow running: compile in Release/FinalBuild, not Debug.
2. not seeing any VFX: fixed
3. menus items missing: run with +set com_jk2 1 in the commandline
If you're going to do just a clean slate, it's going to take you around 8 hours of solid changing things (or 6, if you're fast) before it even compiles, no guarantees on it working. OpenJK is much quicker, but it isn't really JK2 friendly yet. I can understand why you wouldn't want all the goop though.
Master Ridley, Corto and therfiles like this -
OpenJK is perfectly fine...
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sorry if this is dumb... but couldnt u just make a jetpack model... rig it as a vehicle... and edit the .veh file to get it to fly so its just a vehicle?
Yup. Controls would be screwy though
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No.
irc.arloria.net/#JACoders
Picking up Dropped Sabers
in Modding Assistance
Posted
enter that line into the console.