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Posts posted by eezstreet
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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.
MaceMadunusus, Fighter, Mysterious Stranger 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 -
Please dont scrap icarus unless you intend to replace it with something better.
please name a scripting language that isn't better than ICARUS.
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The numbers could be affected by (mostly) MB2's DDOS issue, since very few people play MB2 anymore after that.
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It seems they nerfed it in the engine though. The code for the electrobinoculars in jagamex86.dll is more or less exactly the same as the code in jk2gamex86.dll.
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Sorry, but I'm not sure about your problem, as I don't use WINE/Linux/Ubuntu
As far as installing mods go, it should be the same as Windows, since WINE supports all of the windows batch script stuff just fine. Though, I wouldn't use the crack that the people at WINE provide if you're going to play JKG, since JKG doesn't like cracks.
Updating to 1.01 should be the same as well.
EDIT: err, I guess you might be wondering how to install these mods then..
For skins, etc. all you need to do is put them in the base folder. For mods that come with a folder full of PK3s (and perhaps a .bat file), you need to put the PK3s in gamedata as specified (for example, if there's a base folder, put all of the ones in the base folder \in\ the base folder, and if there's another folder, copy the whole folder to gamedata) and then run the .bat.
Updating is simple. Just run the executable.
OpenRP - Open Source RP Mod
in WIPs, Teasers & Releases
Posted
Lugormod has had a /jail command since it first came out, pretty much. Sorry if that wasn't understood.