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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. 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.
  3. Debug and place a breakpoint on the Com_Error that's triggering that.
  4. Oh, hello.
  5. Based on what? I believe the team was going to require the original game's assets still.
  6. Hello there.
  7. Jedi Knight Galaxies source code released!

  8. 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.
  9. 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
  10. 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
  11. 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
  12. 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.
  13. 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 :<
  14. Same error?
  15. minilogoguy: just CD into the folder and type "icacls" -- that should be enough. EDIT: nope.jpg Should be: icacls "Your directory here" /grant <Your user account in Windows' name>:F
  16. Try using the icacls command in the Command Prompt. That usually worked for me.
  17. Try MAX_SHOWPOWERS-4 then.
  18. Already been linked like three times here already. :<
  19. Please show the code where it's happening.
  20. Check where it is breaking. It's one of the array definitions breaking (you need to change the entries)
  21. No. You need to edit the already existing lines in order for them to look like my lines.
  22. @@Szico VII: Fixed in OpenJK as of https://github.com/Razish/OpenJK/commit/e71ab51ad58b7bdb0045473e93dae4a1f6c8c6e7
  23. #define MAX_SHOWPOWERS NUM_FORCE_POWERS-5 #define MAX_DPSHOWPOWERS NUM_FORCE_POWERS-1
  24. Yes. MAX_SHOWPOWERS should be NUM_FORCE_POWERS-5 MAX_DPSHOWPOWERS should be NUM_FORCE_POWERS-1
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