Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. You can sell something perfectly fine, as long as it uses no Star Wars references or original game assets, and source code is provided. Raven might get a bit mad if you use GHOUL2 though. I dunno. And yeah it tends to be pretty lenient on free releases, especially with derived .menus and sounds.
  2. Ain't no grave can hold my body down..

    1. Mog

      Mog

      What if I sat on you?

    2. eezstreet

      eezstreet

      Johnny Cash is dead, so I doubt it would make a difference

    3. Mog

      Mog

      Good point

  3. @@mrwonko: What about the Free Software Foundation? Can't they step in where Raven can't? GPL is considered a very invasive license. In my opinion, if you decide to modify the engine for your personal mod, and then claim "I used the SDK! I don't have to share source!" -> No, because at that point, you're using the SDK code as a library for your engine. And that should be enforced /regardless/ of whether or not you break base compatibility. Engine hacks based on what's in OpenJK aren't legal either, but there's like no chance at all of being able to prove it. However what /should/ be legal is making your engine hacks OpenJK compatible, but frankly why would you ever do that.
  4. Yes. Very much so. Crysis is a GPU intensive game because all those pretty sparkly effects are done on the GPU. Likewise, JA's sparkly "dynamic glow" (which btw drains FPS hardcore due to the process they used to render it, NOTHING to do with CPU whatsoever in this case) is done on the GPU. Multicore anything is all based on the CPU. Quake 3 does vertex transformations on the CPU. OpenJK is working to make those done on the GPU (like any modern game engine -- hint, Crysis -- does) Thus all you can probably expect to get from multicore support is probably better server performance/less server lag. And that wouldn't even really affect your end of the thing for the most part. Other thing you can do I guess is make the load screen prettier and not suck. But that's about it I guess. tip: generally you should try and research a topic a little bit before trying to suggest stuff that you don't know what you're talking about. And read the issue list for OpenJK before you call your ideas novel, seriously.
  5. That's perfectly fine and acceptable. And no, I believe some other mods did that and went standalone that way. But I can't think of any off the top of my head.
  6. Oh hey, xvid was released under GPL. Well, whaddaya know. Thought for sure it was released under zlib or something: http://www.xvid.org/FAQ.42.0.html If that's the case, I'm all for it. OpenJK should still include an option for uncompressed though in order to preserve quality.
  7. LucasArts has since lifted that ban I believe, but the qualifications for "New levels" is invalid when you're making a new game. Basically if you're making a new game, it's treated like that -- a new game. Doesn't matter if it's commercial or not. If you're porting from another game, you're essentially copying the assets from another game and making them part of your IP, which is illegal under copyright laws. However if you're making a version of JK which is also compatible with those assets, you can't legally distribute those assets with the game. That's pirating, which is illegal. While we can distribute an OpenJK asset pack, all that has to be distributed COMPLETELY SEPARATE from the game, unless we replace all assets. And due to Disney copyrights, you can't make a new game which has lightsabers or droids in it (as these are original LucasFilms copyrights, and even the Motorolla Company has to pay for the use of Droid in their cell phone products).
  8. Aha. Nevermind then.
  9. Uncompressed is the way to go for video editing. Xvid isn't GPL compatible either.
  10. inb4 CrimsonStrife gets sued
  11. Please stay on-topic @@katanamaru. And about demos-> It allows you to save your demos to .avi format in uncompressed form, similar to FRAPS.
  12. Hoth2 and hoth3 are hardcoded to use winter gear. They did that through code for some reason.
  13. Nope. But I guess I could implement TrueView at some point. @@Raz0r: Did modbase have TrueView?
  14. I have no idea what the Pi supports. If it runs C++, hey, there you go. Should be a simple port anyway now that OpenJK works to some extent on Linux.
  15. hai i'm 12 and wot is this
  16. Yeah, there's tons of hints like that all over the place. The AI in JK2 were also supposed to be more responsive of your feelings and (I believe) able to heal you up too.
  17. I can't think of a single person off the top of my head who would do nothing more than UV map. But that's just me.
  18. I suppose I could put projectile speed in weapons.dat.
  19. tinny: those names are more incorrect than what they are now. The codeJK2 folder just needs to be cleaned out of the JK2 engine code. The structure is fairly simple: codemp/ - jamp.exe, uix86.dll, jampgamex86.dll and cgamex86.dll code/ - jasp.exe and jagamex86.dll codeJK2/ - jk2gamex86.dll code Calling it jk2sp/jasp/jamp would just lead to way more confusion, as people would be thinking that it contains jasp.exe ONLY code. Or whatever.
  20. It's more like saber blocking stances. But I was thinking about coding in some sort of interface for guns and sabers yet, but I have no idea how that would work yet.
  21. I could use a few saber stances. I was thinking about doing a saber and gun stance at some point, but I'll need some assistance first.
  22. This is pretty awesome.
  23. OpenJK is compatible with all mods (Jedi Knight Galaxies is the only exception I think), and it does not require a CD in order to run. It does not however hand out mods, like you said.
×
×
  • Create New...