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eezstreet

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Everything posted by eezstreet

  1. Known issue, no real workaround or fix for it due to the way they set up the menus.
  2. Holy crap, that last one is a huge improvement!
  3. 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.
  4. Used in a few glass panels on kejim_post, and some other imperial installations. Check the red and green areas in kejim_post.
  5. 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 crashShared Nightly builds are being compiled by a bot, and their links will be made available soon-ishFixed the opening logos and fade-ins [sP only] not playing correctly on non 4:3 resolutions (showed up as white instead)
  6. Perfectly legal to redistribute, in OpenJK and otherwise. You made the texture, so no worries.
  7. Your black floor texture has a very noticeable seam in it btw. I suggest you work on that a bit.
  8. Working on it. In the meantime, you mind explaining your process a bit?
  9. Nah, just didn't feel like typing it in full and coming off as a bit of a dick
  10. Isn't a meme, it's an acronym for "can't be f-sked" or "couldn't be f-sked"
  11. [writes up some sort of angry post about just coming here to request models] cbf.
  12. ME GUSTA MORE MORE
  13. I suppose it's possible now that the source is out.
  14. 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.
  15. /developer 1 is your friend
  16. 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.
  17. Added to the OpenJK task list.
  18. Yup. Just do a set command on cvar_YOURCVARHERE. Note that toggles using ! don't quite work yet. Also, I don't remember if get works properly, but I know for sure that "set" does.
  19. eezstreet

    Harro

    You don't need to conform it to the player skeleton at all, just give it it's own GLA. The only thing is that it can't be explicitly named _humanoid if the bone counts don't match (will cause a game crash under certain circumstances) p.s. I like the prospect of your mod. Sounds really awesome. What direction are you thinking about taking it? (high fantasy/gothic fantasy?)
  20. btw, I updated the OP with a new list of features so it's more clean
  21. Trying to edit my post, it doesn't let me edit it at all, and screws up my post so it's loaded with HTML. this happened after changing text to a header.
  22. Compatible, just move your assets over and you'll be fine.
  23. jedi_random has an entirely hardcoded effect that's specific to that NPC.
  24. It's an open source project, which means that they're going to release the binaries for general people to use. Everything in general needs to be fixed. This means merging the SP and MP modular renderers, and fixing general issues in JK2 mode.
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