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Posts posted by eezstreet
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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
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skybox looks ugly
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#1 - yes
#2 - modelling program required
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#1 - remove jetpack fuel drain from code
#2 - isolate jetpack and remove it from the model. Retag the model.
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Only possible from OpenJK code.
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Calm your shit. I was just trying to cool off the discussion.
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We've noticed a similar phenomenon in OpenJK which was only experienced in Linux servers, so..
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As a mapper, map/devmap are quite essential
Maps wont load from the menu either, still crashes. Can get into servers with BASE maps without crashing from the server list. Weird.
This has been fixed, and is no longer a problem. See @@Raz0r's post.
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Running on a Linux server. Windows servers possibly don't have the issue.
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Well it works by skipping over the HUD and all that and then PPing the buffer after it (which is the screen usually). I think there's a setting to disable skipping but I'm not sure. Try RenderFrame -1?
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Proof that you don't need fancy bumpmaps to get good looking maps.
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Alter the RenderFrame in the .ini. Sounds like its trying to apply the effects to the HUD instead of the 3D viewport. Try /cg_draw2d 0 as well.
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Max vehicles as in VEH extensions are too large? If so, yes.
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Thats all well and good but Cairn comprises of only one in-game location does it not?
...that spans 4 BSPs (+1.5 unused). It's still something.
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Should be allowed to specify author imo instead of having it assume that you are the author.
afi likes this -
Most FPSes use Q/E to lean left/right. In JK2:HD I bound the Xbox/PS3 shoulder buttons to it. The problem with a dodge button is that it's pretty irrelevant unless you work in some kind of special mechanics for it.
Mandalorian likes this -
We have cairn .maps, including the one that never shipped with the game (2 prefabs and a near-complete level). When legal crap calms down I'll try to get the rest.
Tempust85 likes this -
I disagree. There's a lot of textures that can be done in the meantime, like the glass and computer screens. Also, skyboxes. Plus you really need dynamic lighting to take advantage of normal maps properly, and unless someone remakes all the JK2 levels (hint: someone should get started on this) or magically acquires the .map source, it isn't going to happen any time soon because of the baked lightmaps.
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As much as I honestly would like to (this sort of thing has been on my wishlist for years), I don't really have the skills or time required. Talk to @@Mr.Zz perhaps? He doesn't totally redo textures like you do, but maybe you can teach him if he doesn't already know.
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btw,
The stuff on the right is "BOB LOVE" -> reference to writer at Raven Software.
therfiles likes this -
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Not even the whole MP is C, just the DLLs. The engine etc are done up in C++. A vague guess would be that it has to do with linkage, but the linkage is fixable now at any rate.
How to compile JK2 source code?
in Coding and Scripts
Posted
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.