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Posts posted by eezstreet
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I'd personally like MP to use C++ but not everyone shares the same sentiment as I do.
Converting everything to pure C would probably be more desirable. Copying/pasting code is not the best option really.
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The xbox code is PC-friendly per-se, it just isn't usable without a XDK of some sort. I have no idea where you'd even be able to find the XDK.
EDIT: PM me for more information
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There's Xbox emulators? Since when?
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I suppose one could put in a hacky fix, but it's quite low priority really. It really isn't completely feasible without changing the .menu file.
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Known issue, no real workaround or fix for it due to the way they set up the menus.
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Have fun getting sued.
Setlec likes this -
Holy crap, that last one is a huge improvement!
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Remaking the textures certainly wouldn't hurt anything at all. The best we could provide is some new lighting system and bumpmapping, but having 2k sized textures is a great step up.
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I remade another texture. This has literally been the hardest and most time consuming texture I have ever made. It took about 2 and a half hours.
Original (512 x 256) :
Mine (2048 x 1024):
Unfortunately though I literally found no place where this texture is in-game. There's another one that's a lot like it and all of the maps use that (mapd2.jpg). As of yet I can't find a map that uses mapd1.jpg. If someone finds a map that uses this texture, tell me and I'll make an in-game screenshot.
Used in a few glass panels on kejim_post, and some other imperial installations. Check the red and green areas in kejim_post.
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Here's what's new on the repo...
Singleplayer
- SP code now compiles and works (for the most part) under Linux and Mac.
- Fixed an issue wherein, after using /playermodel or SET_PLAYER_MODEL in ICARUS and loading the game afterwards, the skin or the model would be incorrect (This fixes several bugs with a few mods, such as Escape: Yavin 4 but doesn't affect the base game very much)
- Fixed an issue where an enemy Jedi knocking over your sentry gun while you yourself were notargetted would cause a game crash.
- Fixed an issue where using /playermodel rockettrooper2 and taking off using the jetpack would cause the game to crash
Shared
- Nightly builds are being compiled by a bot, and their links will be made available soon-ish
- Fixed the opening logos and fade-ins [sP only] not playing correctly on non 4:3 resolutions (showed up as white instead)
Garyn Dakari, Circa, therfiles and 3 others like this -
Perfectly legal to redistribute, in OpenJK and otherwise. You made the texture, so no worries.
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Your black floor texture has a very noticeable seam in it btw. I suggest you work on that a bit.
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Working on it. In the meantime, you mind explaining your process a bit?
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Something tells me that this is censored. But eh, don't worry about it.
Nah, just didn't feel like typing it in full and coming off as a bit of a dick
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Cbf? Umm, what? Sorry, I still don't know all the internet memes.
Isn't a meme, it's an acronym for "can't be f-sked" or "couldn't be f-sked"
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[writes up some sort of angry post about just coming here to request models]
cbf.
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ME GUSTA
MORE MORE
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I suppose it's possible now that the source is out.
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The problem lies in the actual move itself. The move involves twirling a saber around and becoming disconnected from the hand. It's hard to get the fixed position of the tag for that instance.
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/developer 1 is your friend
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A straight-up music mod is different from a full mod. A full mod tends to implicate that the people did work that involved other things besides ripping out music, slapping it into a PK3, and calling it their work. It's more about credit than legality when it comes to that.
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Idea for JKArchive - An archive site similar to archive.org for JA related stuff.
in JKHub Feedback & Help
Posted
As you would for an archive.