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eezstreet

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Everything posted by eezstreet

  1. What are you using the Mp3 as? music or sound?
  2. Audacity: http://audacity.sourceforge.net/ Get the LAME MP3 plugin
  3. Yes. There are some people here who don't regularly attend JKFiles, like people from clans and such.
  4. I've done it. JKG serverside is out now.

  5. Yeah. That's because the lower animation is replaced by walking/running/jumping animations.
  6. 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.
  7. Why are you texturing when the model isn't correct? D: Also, @the stuff in the spoiler tags, I couldn't read it very well, but what does actually getting your mod finished and done correctly have to do with making your mods feel like a mash-up?
  8. UE is a nice engine and all, but its scripting interface is utter shit compared to having just a regular old VS debugger.
  9. 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
  10. @@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.
  11. Map Forge would be a great source of info if...er...there was a lot of useful info, as Ory'Hara mentioned.
  12. Not really, since their sites often receive quite low levels of traffic. Besides, going to one forum for your JKA mod fix is quite helpful.
  13. I'm confused. How does this factor into what we're talking about again?
  14. omgplzyes Phrozen Keep does something similar, and was wildly successful. See: http://phrozenkeep.hugelaser.com/forum/index.php
  15. 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.
  16. No hacks required. Just need someone who knows where the find+replace and find all references keys are.
  17. >> 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. 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, 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.
  18. 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.
  19. Lugormod has had a /jail command since it first came out, pretty much. Sorry if that wasn't understood.
  20. Already existing, and has existed since the first version of, Lugormod.
  21. LETS DO IT
  22. C > C++ > Lua > ..... > C#
  23. *Raven Software In fact, they're so lazy that half of the death animations in JK2 are ripped straight from SOF2
  24. @@Mysterious Stranger: 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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