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eezstreet

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Posts posted by eezstreet

  1. Letting any clan recruit would be ridiculously silly and defeat the entire purpose. This is aimed at newer clans and not meant to be potential for larger clans to come by and advertise, that's why it's moderated as I said in my original post.

    I don't follow. If you have a problem with someone spamming recruitment messages, then you could always just have a word with them in private.

  2. Looking for this?

     

    This thread was created prior to the Filefront Network being shut down. The purpose of this thread was for people who had no access to Filefront to ask for those files from other people who had access. Filefront irrationally chose to block all people from certain countries (Italy, Portugal, Netherlands, Russia, et al) from accessing their files website in 2008.

     

    This is not a thread to ask for a re-mirror to JKHub. Remember the rules: You need to contact the original author to upload files unless explicitly stated in their readme.

     

    Figured I might as well make a thread about this. Ask, and ye shall receive one fresh file from Filefront.

    darthpepo1 likes this
  3. I would recommend starting a new game every time you make a change, as savegames save the status of the game and all things included in it (it's even possible for functionality of guns, etc to be saved, making for some serious WTF moments when you're trying to debug..). MP may be better for testing in this case

    If it's a BOTH_ animation, it would be logical to put it in both upperevents and lowerevents, since it's affecting both the torso and the legs. Though in the code, it tells the game to continue the legs animation while moving, so if you punch while moving, your animations don't go out of whack. It's just some weird mojo going on there.

  4. Here's the only one I can do with accuracy:

     

     

    AOD

     

    Pros:

    - Large server, full of players usually

    - People are usually friendly and are mature; aren't trolls

    - Admins are on the server nearly all the time

     

    Cons:

    - Server is on DOTF 24/7, with no change in sight

    - Rules are enforced sparingly, with some admins caring and others not; it's inconsistent

    - Many members are inactive, and their events exclude outsiders

  5. @@Szico VII_VII: Not the same thing at all. The hosted mods have their own forums as part of the JKHub forums. Works great for smaller mods such as the Harry Potter mod, et al. Not ideal for large mods like JKG or MB2. Links to mods are different.

     

    @@spior: Yeah. I got kinda caught in a bad train of thought there. What I meant to say is, yeah, mods having their own forums within JKHub is wonderful, but if they wanted to keep a smaller forum on their own site for stuff such as development alongside the JKH installment, I see no reason why not.

  6. Nope. You'd have to scale down a lot more than just the map. Effects, sounds, _everything_ would have to be scaled down. Aside from that, player animations would lose their fluidity after a point and would look chunky.

     

    The solution we've employed so far is to use layers.

  7. well depends, if the JA exe's could be made to handle memory better, and handle more brushwork, (i know szico would love that) the engine would be still fairly capable in my opinion, since some of those mapper, like Szico, and SJC, just to name two, have done great things, I would lIke to continue modding for JA as long as possible, its an easy learning curve, not to mention the Jedi knight series, is what got me into modding

    >> iojamp

     

    The main issue you probably speak of with memory (safe_malloc) has actually nothing to do with the game, it's just the compiler being goofy. Clearly nobody at id/Ravensoft ever heard of streaming data. Regardless, the issue is being looked into with Jedi Knight Galaxies, since our maps are so big that they safe_malloc on the vis stage of the compiling (derp). Though the load times wouldn't be so bad with how we have the maps, and we always optimize.

    I've been close to recompiling the _huamnoid.gla since I found out that the 20-ish missing bones that were removed are actually there with keyframes in MOST of the .XSI files we could have a skeleton that has more facial bones, all the fingers with the joints, toe bones and the 2 tail bones that could be used for capes. All this could lead to smoother animations without changing much, next step for animations is for others to build user friendly rigs in the main 3d apps in use so that people don't have to waste of ton of time using dragon, I already have one finished using the JO skeleton with the left hand fix applied for dual sabers. With your blender plugin we could even take any missing animations from JO and put them in JA.

    Add breast bones. You know you want to.

    I'm kidding of course, but I'm not actually.

     

    Anyway, wow. Nice work on this. And yeah, since virtually everything relating to models (and even some map stuff like brushes) can be dealt with with Blender now,

    I personally think the animations considering there is no physics are pretty good, more could be done in that field if a coder enabled the ability for more gun types and saber styles without overwriting existing. NPC types would be another huge thing, being bound to the existing classes is already preventing a ton of things from working properly.

    Gun types likely can't change without engine hacks. Never fear, I've already broken the limit before to 32, and Xycaleth found a softcoded workaround that allows for up to 255 weapons so it's not totally out of the question. You can probably get away with using a WP_BOT_LASER though.

  8. The mod Lugormod has had a /jail command, which teleports the player to a location marked by an info_jail ent, in a similar matter as what you described. Feature has been in for a long time, at least as long ago as before version T2 came out. I'm not sure what part is not understood, but now is not a good time to attempt to troll me.

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