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Posts posted by eezstreet
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No hacks required. Just need someone who knows where the find+replace and find all references keys are.
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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.
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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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Lugormod has had a /jail command since it first came out, pretty much. Sorry if that wasn't understood.
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Already existing, and has existed since the first version of, Lugormod.
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LETS DO IT
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C > C++ > Lua > ..... > C#
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I thought the stances seemed very quake 3-ish TBH, it seemed that lucasarts took the lazy approach
*Raven Software
In fact, they're so lazy that half of the death animations in JK2 are ripped straight from SOF2
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Most of these can be replicated just fine in MP through code mods. The only ones which I can't confirm are the wind ones and fx_puff (and I have no idea what fx_puff even does. It is not connected to seeing your breath on hoth though.)
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1. upperevents is for anything involving torso animations, lowerevents is for anything involving legs. BOTH_ animations trigger both of them, and FACE_ triggers neither one of them
2. it uses map units. 52 map units (iirc) = 1 meter
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It's hardcoded in a table.
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Allow me to fill in the gaps.
fx_runner
Already documented enough.
fx_spacedust
Coats outside in spacedust, which looks a bit like the stars whenever you're in a ship. "count" specifies how often they occur (?)
fx_snow
Coats outside in snow + wind effect. Has no known spawnflags or fields.
fx_rain
Coats outside in rain effect. "count" specifies how much rain (?)
fx_wind_zone
Singleplayer-only
"speed" specifies how fast the wind goes.
"mins"/"maxs" (or trigger brush maybe?) specifies the area where the wind is used
fx_puff
Singleplayer-only
Unknown. Has a "sabersparks" key, but unknown what the use of it is. Curiously, it checks for classname _twice_ when doing this function in SP.
fx_cloudlayer
Singleplayer-only
Creates the infamous haze on Bespin Undercity. The shader is missing in JKA, it has to be ported from JK2.
"wait" specifies how dense the haze is
"random" adds some randomness to the haze density
"radius" specifies how wide the haze area is.
This has a number of spawnflags to it which cut a hole in it that is precisely wide enough for the shaft in Bespin Undercity, which is hardcoded all to hell.
fx_target_beam
Singleplayer-only
Creates a real beam, with optional impact fx and damage. VERY COOL AND WORKING. Was originally used for the Kejim Base mission (in fact, the crystal explosions are NOT scripted at all..the beam is actually literally causing the damage!)
"damage" specifies how much damage it does, obviously
"fxFile" specifies what effect to use for the beam effect. Defaults to env/targ_beam
"fxFile2" specifies what effect to use for the impact. Defaults to env/targ_beam_impact.
Angles specify where the beam points.
I don't know too much about the spawnflags. spawnflags 16 removes the impact effect however.
fx_explosion_trail
Singleplayer-only
Unknown. Seems to cause a trail of effects, which has a targetname required on it (?)
There is also a pretty giggle-worthy moment where Raven incorrectly tries to spawn this using the classname "fx_exp_trail"
therfiles and Cloud Senatu like this -
/r_we is your best friend.
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cal de cartofi
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so many TFU requests
it's like people think it's good or something
As for what I would like to see..how about some more varied people from the cantina in A New Hope? Swear I haven't seen models for like half the people in there.
Mandalorian and Inyri like this -
D3D can't be used with JA; Quake 3 and its derivatives all use OpenGL. I think what's more likely the case is that your video card's drivers dropped support for the old and deprecated functions used by Q3 games.
Sounds like a serious issue.
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^ this, but with a menu on the top which has searching, tag selection, and stuffs. Basically instead of the albums, you have screenshots of skins, and you get a pretty fast view of the selection.
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mrwonko seems like he's looking into the screenshot stuff. He's currently working on his own version of a JA SP proxy DLL which should help you out.
Any plans for JK2 stuff?
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The "savegame" ui script appears unchanged between JK2 and JKA. Perhaps it's ui_gameDesc that's causing problems.
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That doesn't really matter though, because the tags would be kinda generic. Anybody can look at a skin and say "oh, that's a Trooper skin", "oh, that's a gothic skin", or "oh, that's a mando skin". So the staff could add the tags as they feel most appropriate.
therfiles likes this -
I've been mulling over a good idea for a while. You know how Steam has an API for achievements, leaderboards and such? We could do that with JKHub as well too. That would attract a hell of a lot more traffic to the site (people ingame see "JKHub API..wuts this? account be cool" etc), and it would also change the community greatly, by inspiring people to go outside their comfort zone and play mods that they've never tried, and expand the replay value of games greatly.
Some key features which would be great, and how:
- Achievements. They would be inspirational for people to play other mods. Plus, mods have already been trying to implement achievements already (see: MB2, GSA) and they just aren't coherent a lot of the time. It would also expand replay value.
- Install Help for big mods. Think the JKG launcher, but on a larger sense. With more server power.
- Leaderboards. This would help determine stuff that's really important to people
- Clan support. Tie in your clans with the JKHub bar with ease
- Inter-mod-chat via IRC. Ingame IRC client, complete with a stellar interface, which ties into your JKHub account for the nick.
Basically, this would be a static .lib that coders would import into their mods and use as needed. Could even be implemented into some SP mods manually.
Course, you'd have to approve the mods, Cael. Don't want messes everywhere.
Mysterious Stranger, Delta_135, MaceMadunusus and 2 others like this -
You know what I bet people are tired of? Looking for a really good skin to use for themselves, or for others. Well, the JKHub skin selection is nothing to laugh at right now - just merely 300 ish files, but I suspect that the skin prospect could be much higher. I think JKHub needs to really press for more skins, as it has only about 1/10th as many as JKFiles. Although most skins on JKFiles suck, I do feel that there could be some ground to make there. Whenever JKHub comes across a large foray of skins, there needs to be some standards set in place which can make skin browsing that much easier.
For starters, no more giant lists with teeny little icons and only one category. No. Bad donkeh. Instead, we should have a better tagging system for skins, which can convey the general style of the skin: "Goth, Cowboy, Trooper", what have you, as well as perhaps some other things too. The author of the skin specifies the tags.
Secondly, what we need is a search bar which will search for the tags. Also, the list would have to be converted to a gallery, which makes use of javascript of some sort, and has larger picture of each skin. Think the iPod touch album menu (when in landscape view), but with pictures of people's skins. That would make browsing sooooo much easier, because now you don't have to click each skin to see if you like it. All you need to do is scroll past the skin to see if its good.
What do you guys think?
Azatha, MaceMadunusus and Sentra like this -
Wasn't that fixed?
It's caused by some guy who purchased a dedicated DDoS service. There's no fixing that without nuking someone's internet service.
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Not meaning to double post, but word on the street is that iojamp has native support for Linux clients as well. No more WINE required to run JA.
Mysterious Stranger likes this
weapon stances
in Modding Assistance
Posted
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.