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eezstreet

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Everything posted by eezstreet

  1. Frakking is a real word, you know.
  2. http://www.ioquake.org/forums/viewtopic.php?f=2&t=100 Applies to JKA as well. Note that JKA's lightmap size (max) cannot exceed 128x128.
  3. Netcode doesn't necessarily mean networking, you know. The netcode is also used on a local game in MP, but I hear no complaints about the limits being irrelevant there either. My speculation is that they kept a lot of the structures intact because it was either easier or because they intended for co-op of sorts.
  4. The problem with such a system is that it's particularly nasty to implement. In addition to the format handling itself (which admittedly is the easiest part), you have to actually implement the use of these fields. It's a bit tedious but the time spent towards these fields can outweigh the downsides.
  5. They're purely optional fields, with a default option. iirc, the fields that NEED to be defined are as follows: typevariationclassnamevisual -> primaryprimaryattackstatsThere's more than that even. You can define splash damage, which has some really nifty damage area stuff (such as radius damage dealt over an increasingly large area, or damage done in waves etc), support for our damage type system (Cold/Fire/Lightning/Force Damage, with additional Ignition/On Fire, Freeze, Stun, Carbonite, Chill, and Poison sub-types, among others I think), and there's also stuff for bouncing missiles.
  6. The coders didn't want to detail the specs of each gun and saber stance balance issue, so instead of doing that, we made the modellers/playtesters work on that. Better balancing, better communications, better everything all around. Protip: make as much as you can into human-readable files as you can without reducing load times to a crawl. Much less work for you.
  7. ..because SP uses the same netcode as MP? And SP is inconsistent in a number of ways. Like I said, I think it's an issue of the game not stripping out the .IBI when it does the path length check in SP, and not in MP. I'll download Atlantica and get back to you on that. (Also see: MP has twice as much memory for Ghoul 2 vertex transformations, despite SP having more intensive models)
  8. JKG did .wpn files and .stance files, but they used different formatting and a faster parser. I can show you some samples: { "name": "@JKG_ITEMS_WEAPON_FLECHETTE", "type": "WP_FLECHETTE", "variation": 0, "classname": "weapon_flechette", "description": "@MENUS_THE_PRIMARY_WEAPON_OF", "visual": { "viewmodel": "models/weapons2/golan_arms/golan_arms.md3", "worldmodel": "models/weapons2/golan_arms/golan_arms_w.glm", "hudicon": "gfx/hud/w_icon_flechette", "hudnaicon": "gfx/hud/w_icon_flechette_na", "selectsound": "sound/weapons/flechette/select.wav", "indicators": { "ammo": [ "models/weapons2/flechette_pistol/numbers3", "models/weapons2/flechette_pistol/numbers2", "models/weapons2/flechette_pistol/numbers1" ], "firemode": "models/weapons2/flechette_pistol/firemode" }, "primary": { "type": "blaster", "muzzlefx": "slugthrowers/muzzleflash", "firesound": [ "sound/weapons/flechette/launch.wav", "sound/weapons/flechette/oldie_shot1.wav", "sound/weapons/flechette/shot2.wav", "sound/weapons/flechette/shot3.wav" ], "projectilemodel": "models/weapons2/golan_arms/projectileMain.md3", "projectilefx": "flechette/shot", "miss": { "impactfx": "flechette/wall_impact" }, "hit": { "impactfx": "flechette/flesh_impact" } }, "secondary": { "type": "blaster", "muzzlefx": "slugthrowers/muzzleflash", "firesound": [ "sound/weapons/flechette/launch.wav", "sound/weapons/flechette/oldie_shot1.wav", "sound/weapons/flechette/shot2.wav", "sound/weapons/flechette/shot3.wav" ], "projectilemodel": "models/weapons2/golan_arms/projectile.md3", "projectilefx": "flechette/alt_shot", "miss": { "impactfx": "flechette/wall_impact" }, "hit": { "impactfx": "flechette/flesh_impact" } } }, "stats": { "slot": 1, "reloadtime": 2000, "ammo": "AMMO_METAL_BOLTS", "reloadmodifier": 0.6, "speed": 0.95 }, "primaryattack": { "damage": 10, "ballistic": true, "projectiles": 10, "ammocost": 10, "firedelay": 400, "recoil": 5.0, "spread": 3.5, "projectileclass":"flech_proj", "meansofdeath": "MOD_FLECHETTE" }, "playeranims": { "idle": { "torso": "BOTH_IDLE1", "legs": "BOTH_IDLE1" }, "reload": { "torso": "TORSO_DROPWEAP1" }, "ready": { "torso": "TORSO_WEAPONREADY3", "legs": "BOTH_STAND1" }, "firing": { "torso": "BOTH_ATTACK3" } }, "weaponanims": { "ready": "READY", "reload": "RELOAD", "firing": "FIRING" } } I don't have a sample of a .stance file to show you but they were a lot longer as they went into depth with each move etc.
  9. MAX_QPATH is a legitimate limit, not very arbitrary at all. Reason is because some networked paths are bad if they exceed the maximum total character limit for networked strings (also known as configstrings).The actual path of sounds, effects, models, etc. get thrown into a pool along with player names, light saber colors for each client, dynamic light data, terrain data (for the unused Random Map Generation feature), cvars set via sets, voting data, and more. Needless to say, overflowing this is very bad, and issues can range from MB2's Kyle bug to MAX_GAMESTATES exceeded. It seems arbitrary yes, but the path limits are a step in the right direction.
  10. Nope. Aspyr will probably make another shitty, watered down version of the game because that's what they seem to be good at anymore.
  11. If there's any interested coders in here, I can provide a theory as to why this happens in SP but not MP. Basically when it does the path length check, it strips the .IBI extension in MP but it doesn't in SP. Hence, the length in SP == 67, while the length in MP == 63 == ok. Regardless, people shouldn't be giving files ridiculously long names like that.
  12. Also avoid Magnavolge. EscapedTurkey appears to be the best atm afaik
  13. The blurring/noise on the metal looks pretty ugly. I suggest that it be changed a bit.
  14. By using a hex editor on the .GLM file, like he said.
  15. Yup. I wasn't aware of an interview, but I've been aware of that game for a while now
  16. Welcome!
  17. It's because the engine is old and they used a lot of stupid static limits for things. Lots of old games have weird problems and JKA's limits on vertices is fairly meaningful. They did it for consoles mostly. I've heard of weirder things in older games though (ie in San Andreas, anything higher than about 40 FPS breaks the swimming mechanics completely) Be grateful we have full source though, as Unreal doesn't. And it does suck to code for, trust me. You can't even fix those vertex issues in Unreal anyway. @DT no idea, sorry. Try looking online?
  18. Unreal is ghey. Try scripting in it for 3 seconds and you'll see what I mean. On an unrelated note, I like Corto's idea but I wouldn't mind tweaks on the original game too.
  19. XP: Media Center Edition only Vista: Home Premium/Ultimate Windows 7: All except Starter and Home Basic Windows 8: Pro only (as an add-on)
  20. I think you're thinking of Windows Media Player
  21. enter that line into the console.
  22. Try doing /seta <the crap here>
  23. @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.
  24. 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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