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eezstreet

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Everything posted by eezstreet

  1. The flash tag is part of the _hand MD3. In SOF2 the _hand GLM (note: extension) contains the hand model as well and there's multiple meshes which are surf'd on/off depending on the team. In JK the hierarchy looks something like this: _hand.md3 -> tag_flash -> tag_weapon --> LODs (_1.md3, etc) _hand.md3 is what gets used. Modify that if you want to push the effects around; don't modify the EFX to do this otherwise EFX replacer mods won't work correctly.
  2. Use a func_rotating with a trigger, and the origin brush being in the center of the elevator. (func_door creates two trigger_multiples upon compile)
  3. [red]Thread locked[/red] Actually you have, see this file which has Spanki's Sith Customization skin parts without crediting the original author. But I'm willing to overlook it for now because it's not relevant. For the record, I think both sides could've handled this better. You were shown to use parts from another model and didn't give credit, you don't get to go back and say "Well, I didn't technically break any rules, so your opinion is invalid and you aren't allowed to comment in my thread"1 - while we (the staff) haven't technically banned discussion about things like KotF or EoC or anything like that2 - there's sort of an unwritten rule that states that you don't use other people's work without their permission or otherwise advertise someone else's work as your own. As Kyle Katarn said, "It's not a competition"3 so cooperation is all we have in this community @@Silas - You probably should've messaged @AuriusPhoenix instead of (or in addition to) messaging one staff member (who is currently on vacation) before deciding to blow up. I get that you're upset, believe me, I've been there, but there were so many better approaches that you could've tried before deciding to lose your marbles here. It's just not worth it. 1 - You have absolutely no say in this, BTW. Any user is free to comment in any thread, unless otherwise stated, as long as they follow the rules. 2 - One could argue that we've been more open in trying to get communication from these modders, especially with the latter 3 - I'm paraphrasing Bottom line - don't use any more of his stuff, period. Post your modding stuff in the modding forum (in a new thread) and the comic stuff in another thread (like the one you linked). This thread is now locked.
  4. Unfortunately the AC in my house is broken and will remain broken for a few days so I won't have time to look at it until then. I'll most likely be away during those few days. I'll let you know what happens.
  5. The effects subsystem in the game is not very well optimized from a coding standpoint. This is most evident when compiled in a debug build - it relies heavily on compiler optimizations to not slow the game down hardcore. Perhaps I can take a look at it sometime and see what can be improved. In the meantime, we need some effects for specific things that aren't shown in the game - water for when an ATST lifts its feet out of water, a splash effect for ATST feet landing in water, DEMP2 conducting electricity through water, and perhaps some other things that I am missing.
  6. Makes sense to me. I'll get to looking at it in a while.
  7. Make a variety of different stocks and I'll include support for them. I'd also like there to be a scope mask if you could do that. Sorry if that's a lot to ask, but I have some big ideas in mind!
  8. (That's because it is the same AI. There's no differences between the games other than small things/the waypointing)
  9. It really doesn't matter. The hard drive speed is only relevant when talking about map load times.
  10. There are several models (in this post) which have parts that other people have made, and some (such as the Kylo Ren you have posted) are other people's work entirely. If you're going to use these for comics, I understand, but please make sure to credit your sources and/or ask for appropriate permission before doing so. This thread is confusingly set up and it gives the impression that you've made these works.
  11. The Q3 shader manual is the current resource we have for working with shaders. So how about a shader manual that has some of the JKA specific keywords? I will list the keywords here, and maybe someone can fill in the definitions? Note that I am only pulling from the engine, q3map2_ or q3map_ definitions aren't included here (they're the same as in Q3) map$whiteimage $lightmap clampmapanimMapclampAnimMaponeshotAnimMapvideoMapalphaFuncGT0 LT128 GE128 GE192 depthFunclequal equal disable detailblendFuncadd filter blend GL_ONE GL_ZERO GL_DST_COLOR GL_ONE_MINUS_DST_COLOR GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA GL_SRC_ALPHA_SATURATE rgbGenwave const identity identityLighting entity oneMinusEntity vertex exactVertex lightingDiffuse lightingDiffuseEntity oneMinusVertex alphaGenwave const identity entity oneMinusEntity vertex lightingSpecular oneMinusVertex dot oneMinusDot portal texGen / tcGenenvironment lightmap texture/base vector tcModturb scale scroll stretch transform rotate entityTranslate depthWriteglowsurfaceSpritesvertical oriented effect flattened ssFadeMaxssFadeScalessVariancessHangDownssAnyAnglessFaceUpssWindssWindIdlessVertSkewssFXDurationssFXGrowssFXAlphaRangessFXWeatherssFadeMax ssFadescale ssVariance ssHangDown ssAnyAngle ssFaceUp ssWind ssWindIdle ssDuration ssGrow ssWeather
  12. Well I think part of what factors into the decision is what your featureset is going to include. Are you going to have combos or chain moves? Are you going to define weak zones?
  13. What you're experiencing isn't actually the result of a broken map, it's the game optimizing a little too overzealously. Try adjusting the cvar, I think the name is, r_lodCurveError.
  14. I appreciate the sentiment! A few things that could be improved with your readme file: The following don't need to be included with your project: GetExeSymbolDir, GetPdbSymbolDir, IFC22.dll, OpenAL32.dll, EaxMan.dll, some of these aren't used by OpenJK and some are included with the original Jedi Academy installation.The following should be moved into your mod folder, so they don't overwrite existing files and require the person to reinstall their game to uninstall your mod: cgamex86.dll, jampgamex86.dll, uix86.dll, jagamex86.dllDO NOT replace jasp.exe, use a different name for this. You can add a new entry to the QEffectsGL.ini with whatever name of the executable is. So there is a section for jasp, if you add a section for "brutality" it will work with brutality.exe.It might be best to list the enemy types and detail your features better. Also the formatting could maybe be a little bit better, but I understand that this is going to be what's in a .txt file, so it is fine I guess.Overall, you're doing a pretty good job, can't wait to try this mod out for myself.
  15. So I'm thinking about editing the UI and HUD code. I'd like to preface this by outlining some changes that I'm thinking of. For starters, I am thinking of adding a full blown menu for AI Workshop controls. It would also include an "NPC Spawn" feeder where you can pick NPCs from a list. (This list would be populated entirely by what's in your base/jke folders, so lists with static options like NpcSP would no longer be relevant) Basically it would include all of my AI Workshop stuff, except for a few commands (setting things that rely on position/what you're looking at won't be part of the menu, but setting BSTATE or BSET would be, as well as toggling notarget/god for an NPC) Secondly, I want to make the HUD a little more malleable in terms of what you can do with it, but I'm not sure what people could do with these changes. For starters, it should be possible to add new elements to the HUD, although they will most likely not be scripted in any way. Lastly, I want to add a cheat menu to the game. It would include controls for some things (such as toggle god/notarget on a bind) and some hidden options that could be considered cheating. I'm not sure whether to: Keep it hidden by default, and unlocked upon completing the gameLeave it out and open for people to useMake it some hidden thing, like clicking a tiny part of the menu that nobody looks at
  16. Singleplayer: ClientThink is run on every NPC (alive or dead), every frame (as defined by sv_fps) as long as it has a BSTATE that can be executed and it's not part of a ROFF. It runs for the player(s) as @@Raz0r describes. G_RunFrame is done the same way. There is a cgame portion although this gets weird as the cgame portion of the SP DLL uses VM calls (like jamp.exe with its DLLs) and the game portion uses GetGameAPI (like openjk)
  17. To be clear, I'd have no problem if he just asked for my permission to use my modified QEffects. I'm almost certain that I open-sourced it. That mod seems pretty well-put-together from the outset. What we're seeing lately is endemic with the rise of large "mod packs" like those for Minecraft and Skyrim where users download a large, curated list of mods with incompatibilities between them fixed. It's also curious that a lot of the recent scandals have been from people that don't speak English very well.
  18. As I have stated in many threads, this is an issue with the waypointing in the maps and can't be fixed very easily. Doing the command "nav show all" will demonstrate what the problem is pretty effectively. The AI actually is the same but it's hampered by poor map pathing.
  19. How to be positively absolutely certain that you have rights on a folder: Right click the folder > Properties > Security tab Click the 'Edit' button Select 'Users' Tick 'Allow' on all options Hit 'OK' and the updated permissions will show.
  20. That's how it will look in JK2:Enhanced I added some shaders that @@ensiform gave me to add dynamic glow, which my compiled version of the engine supports. I think one solution is to maybe use a SCALE Icarus command to make the pipe stretch/squash. Or possibly make a pair of arms that can fold to lower/raise the magnet. I thought about putting a cushion brush at the bottom of the pit, however the AI ignores the fact that there might be a cushion and dies based on height. (Although you could maybe try that and see if it helps) I think the elevator is supposed to start at the bottom and the top of the lift has little "tentacles" that retract. Maybe look at cairn_dock for an example. Maybe some of the visuals could be as simple as different colored lights for each vertical level. Blue on the first floor, green on the second floor, red on the third, and so on, but keeping the white lights in the shafts. Also probably making the locked doors have red lights (different texture choice?)
  21. Alright! I had a chance to play through it, and here are some notes: There are a few bugs and glitches that I saw. Some screenshots at the bottom.Force Jump 3 is definitely required as a minimumIt's far too easy to kill the pit shadowtroopers because they can actually fall and die off of their current positions. While I can maybe fix this in code, a simpler solution might be to move those shadowtroopers down a levelThe pipes on the pit could use some better clipping as to make it easier to get on them.The pit elevator starts at the top and doesn't have a way to raise/lower it. Had to use noclip to get past this point.The maze was very well done, but it needed some landmarks. It's too hard to tell which doors work and which ones don't, from a glance. Also there's nothing really to tell the maintenance hallways apart. While the point of the maze is to get lost , it was a little too easy to get lost. The grate at the end could use some lighting or something to make it a little more obvious. The maze also felt a bit same-y and got pretty repetitive.The maintenance hallways need some ambient soundsI really like the visuals of the maintenance hallways. When I first got into the maze I was pretty blown away by the looks. It could use a little bit of refining but overall I'm pretty satisfied. With a bit of polish and balancing, it will definitely blend right into the game but still stand out on its own as interesting. Here are some minor goofs that I found: And some screenshots for bystanders: http://imgur.com/a/0OlsC @@Jedi_Mediator
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