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eezstreet

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Everything posted by eezstreet

  1. Thread moved to Modding Assistance
  2. Or you could try it and not bring preconceived notions to the table. He said it was fixed. Compile the game and see for yourself.
  3. Everyone is going to have a different opinion of what made JK2/A good and would rather see things go a different way. For instance, take a similarly polarizing situation: the JK2 movie. They used animations and models ripped straight from the game instead of providing their own. What they found good about the game and want to capitalize on is different than what I would've done. It's the same with a game. Some are invested in Kyle's story, some are invested in Jaden and his story, and still others don't care and would rather just have the same game but with better graphics. That's why there's never been a coherent push to create a project like this, because nobody properly knows what they want.
  4. You're right of course, I'm not saying it was a bad decision necessarily, just that it made the game less expandable.
  5. They took many decisions on Fallout 4 which make it less moddable than the previous entry in the series. Notably: a voiced main character and restricted dialog system. I think this is a dumb argument though. Mods are going to happen regardless of whether a company gives support for it. Minecraft didn't get official mod support until after mods existed for the game, and all of Blizzard's games have had mods without any official support. The most recent game to get mods without having support? No Man's Sky, released just last month. My point is, the type of game is what makes for more mods. RPGs, RTSes, survival games and multiplayer FPSes are more prone to get mods. Tower defense, puzzle, and linear FPSes are not suitable games for mods.
  6. I tried looking through the list of commits and didn't find anything related to Dusty's Patch. Do you have a link to the github repo for it?
  7. I'm not disagreeing with you here, but it's still no reason to bar them entirely from being on JKHub. If I can slap a skin together with "LOL AMAZING SKIN" written on the back of a shirt in MS paint, there's no reason we should hold modelers to some kind of extra standard.
  8. Thread moved to Jedi Knight General Discussion I think that it's been petitioned before and it never happened. Nevermind the fact that the developers of Jedi Academy (Raven Software/Activision) don't have the rights to produce a Star Wars game (EA does).
  9. Um....no. That would cut out a lot of people who don't even know what an LOD is from making a model.
  10. @@Jedi_Mediator I have finally gotten to playing through the mission. I really really like it. I think it's ready to proceed with the scripting, area portal fixing, and other things that need to get done to get it as part of the mod. The addition of lights helps immensely with the maze level and I feel like I noticed a bunch of extra details in some places, but this could be my memory mistaking me. I think instead of there being switches to indicate locked doors though, you could try what is done with Bespin Undercity and having a red light over the doors that are locked, and a white one above the ones that are unlocked, since the switches don't do anything currently. Does the current version of the .map have the ref_tags and other things required to script the crane puzzle? The next step should probably be to fix the areaportals on the doors (I have provided you with the cairn_assembly.map as I recall, it should have some ideas as to how to fix the areaportals to work properly) and populate the level with NPCs. The crane puzzle honestly can be fixed last as it's inconsequential to the rest of the map design.
  11. 125 buttons??? Why do you need that many?
  12. So now that I have a bit more time, I can respond to this further. I've added a command to freeze NPCs that works with ICARUS freeze (workshop_freeze will toggle freezing on an NPC). What would you like in templates? I am thinking two different approaches: Copy literally everything about the entity into a file. Pro: It's extremely comprehensive, small filesize (< 1 kb) and also extremely fast to copy a template. Con: The files wouldn't be human-readable/editable so you can't hack values into the template, and they might be broken with future updates. Make a human-readable JSON file with template values. Pro: Human-readable so you can hack stuff into the template. Won't break with future updates. Con: Game will freeze for a moment upon copying a template onto an NPC, or saving a template. Files may be a bit large (1-8kb each). Fields in the template have to be manually coded in.The idea of having new elements show up and use cvars is an interesting one, but for what you're doing, you might as well just use straight-up coding to accomplish that goal.
  13. You can now unfreeze/freeze NPCs using the workshop_freeze command. The command works in conjunction with ICARUS and debug_npcfreeze commands.
  14. Thread moved to Arts, Media and Technology
  15. In theory you could create an LOD that's never seen (is LOD4 not used?) and have the most basic possible mesh for collision. If LOD4 is not seen, it could work.
  16. There's actually a lot more mods that use OpenJK than just that - JA++ uses it, JKG migrated to the codebase, JK:Enhanced was based on the codebase, and MB2 even has an OpenJK version now. I'm curious to see if you can make it work without killing performance.
  17. I wouldn't know, as I haven't tried. But just as a guess, you'd have to raise the transform memory limit, adjust MAX_MODEL_VERTS and a bunch of other variables. It should actually be simple in theory but I suspect you'd get a loss in performance.
  18. Maybe @swagmaster can help you.
  19. Yup. I'd take a look at the profile menu for a good idea on how this would look.Basically I am thinking of a three-tabbed menu for NPCs: Spawn (which has a list of NPCs, and basic details about the selected NPC as well as a model preview), Templates (which has a list of templates, "Create Template from Selected NPC", "Delete Template", "Spawn NPC from Template, and a stat list for the currently selected template as well as maybe a model preview), and lastly Workshop, which has all of the Workshop commands.
  20. Oh, well I was just going to use JK2's original styled menus. Unless you want to restyle all of the elements to look nicer, perhaps..?
  21. I will address more of these points later, but I wanted to comment on a few things first: 1. There is no feature to freeze NPCs yet but it's a good idea. 2. Mind Trick level 4 is vastly improved in OpenJK 3. Creating NPCs from a template sounds nice. 4. Would you be interested in creating the .menu for me? Just assume that the buttons etc will do the things that they are supposed to, and that the feeder will work correctly. Thanks.
  22. I'm not sure what the model is. I think it's sitting in my garage somewhere.
  23. I still think that abseil/rappelling, ladders, rock-wall climbing, etc need maps that are designed to use them and/or animations.
  24. Happy to see more people release stuff!
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