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Everything posted by eezstreet
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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.
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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.
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HUD Editors: What would you like to see extended?
eezstreet posted a topic in Jedi Academy: Enhanced
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 -
Are gameplay functions generally called once per frame?
eezstreet replied to Dusty's topic in Coding and Scripts
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) -
(Actually, most of them are)
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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.
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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.
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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?)
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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: https://jkhub.org/albums/0OlsC @@Jedi_Mediator
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Nice. Glad that fixed it.
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You can't simply "edit" post compiled binaries. You need to modify the source code and recompile from scratch.
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Did you add some new shader?
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It's an ICARUS script line. You have to create these scripts using BehavED.
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Very nice. Can't wait to see it.
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I double-checked, the proof provided on the weapons list mentions that and I didn't put it in the OP. Also clarified a few things in that box.
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How can i make a winding circular stairs (without steps)
eezstreet replied to Acrobat's topic in General Modding Discussions
The best way I can think of doing it is to use a bunch of clipped brushes of a uniform size and rotating them to make slanted "steps" -
Thread moved from Requests and Suggestions to Ideas and Issues Files > Submit a File It's a big black button towards the top of the page.
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The JKCommunity Discord regularly has 50+ concurrent people on it. Right now for instance there are 85 people online. The JKHub unofficial IRC peaked at 5 or 10 people.
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After some discussion with @@redsaurus and @@Circa we have some idea of what needs to happen soon. This thread will be updated whenever changes are made. Immediate Concern Create new repository: JKEnhanced/JKEnhanced (it will have the assets)Set up CI to automatically produce working versions of EDPNear Future Finish The Lost Mission (JK2)Release JK2 Enhanced Alpha 2Create documentation for EDPRelease EDP 1.0Finish Ilum and Imperial missions (JKA)Distant Future Revamp menu system and build into Yavin Temple map (JKA)Done Create new repository: JKEnhanced/OpenJKMerge redsaurus/OpenJK and eezstreet/OpenJK into JKEnhanced/OpenJK
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It does make sense. I was on the fence at first about having doors on top of the walkway like that, but I think you made it work nicely. I like how it blends into the maintenance hallway nicely. I think what you've got planned for the last part of the level seems good though. In order to break up the monotony a bit, I recommend inserting a duel area partway into one of the maze sections. I think those vertical sections could be a great spot for that.
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Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
Oh. I dunno. Haven't thought about that. -
Sorry, yes, I meant cairn_dock1. I don't think cairn_dock1 and cairn_stockpile's pit should look the same, I just think there should be doors leading out from the pit so it makes sense. I think I'm confused though. What I originally meant is that there should be some way of getting to this maze from the big black piece on the ceiling, like a grate or a vent or something. One possible way is to connect it directly to the maze and have the maze lead to the maintenance walkway, which in turn leads to the reactor. Although I don't exactly know what you have in mind here? I am a bit lost.
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Yes, I really like the maintenance hallway. How will you plan on connecting it to the pit area though? Will you need to modify cairn_dock2 in order to make it more inline with your pit?