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Everything posted by eezstreet
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No thanks. My avatar seems pretty good. It's what some people recognize me by.
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Looks good. I'll probably at some point be photoshopping additional stuff onto it.
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I think I came. Looks great, a;though i would change the proportions a little bit.
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Magnavolge sucks. Don't go with them.
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make prone and then i'll believe you
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Here we go again. Looks like Raven added a whole bunch of flags to the engine parser for .efx that aren't referenced by EffectsEd, but ARE used in the game. You'll have to add these flags via NotePad (EffectsEd does NOT add them to the effect, but the engine still looks for them) flags: - ghoul2Collision: Performs DIRECT COLLISION with any Ghoul2 model in the world (including players). Moderately expensive. Apparently works better in SP than in MP (cannot confirm) - ghoul2Decals: Puts a decal on a ghoul2 model (incuding players). Not very expensive. - relative: Unknown. Probably was a WIP of cheapOrgCalc. Does not work in SP. - paperPhysics/localizedFlash/playerView: Unknown what all of these are, but flip the same flag (so they all do the same thing on different segments), but seems to suggest that the effect is based off of wind. localizedFlash is used by Flash segments only. These do not work in SP (they are physically not referenced) On the flip end of things, spawnflags "lessAttenuation" does not do anything in MP (it DOES work in SP however)
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OH NO YOU DINT
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fack you and your uh...idk
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You also need to have a brushmodel of the player in the map, which is less than ideal in most circumstances
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A few of the base maps have been included as part of a packaged deal with GTKRadiant (go nosing around C:\Program Files (x86)\Lucasarts\... if you want to see them, though I wouldn't hold your breath as GTKRadiant 1.4 and down have been known to cause severe issues with Win7/Steam copies of JA due to people not knowing how to code things properly)
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This is never going to happen, mostly because bounding boxes do not physically allow for it without rotation (which is impossible without immense reverse engineering -- and it's no small task either)
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nah i was hoping for something a bit grungy or involving my avatar somehow. thats a bit too colorful for my tastes
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Anybody here artistically inclined enough to make a sig for me? all of my posts seem a bit bare
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The playerstate/entitystate is bigger in JKA than in Q3, which might be causing the issue. Bad command byte could mean that the usercommands aren't getting sent properly perhaps (not sure)
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Bots never stop holding the use key. They always hold it down.
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Yes. Including the GHOUL2 and ICARUS bits. The part I'm working on right now deals with .efx files. Ensiform and Raz0r are working on other bits, and I was going to ask Rich Whitehouse to take a look at GHOUL2 for us (since he stated a while back that he was interested in something like this for JK2) We have .str files being read (they're a little buggy atm). It's a team effort, and all of our code is on stubert's Git. Moviebattles 2 could possibly be released as standalone if they ditch some of the player models and change out the fonts that are used. Also, this means that MB2 could do other amazing things (like increase player cap to 64, change networking architecture, improve graphics, etc) Yes. That's perfectly legal as long as you don't use any JKA assets. Perfectly legal, and ICARUS is pretty unused to its full potential as of now. It was largely agreed upon that ICARUS would be close to impossible without utilizing C++ (which we can use, but it's a bit messy) Yes. Most of the programming stuff is written from scratch pretty much, with the exception of GHOUL2, which we have a file header for (which was hidden in the JK2 SDK until recently)
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Should make a Moddb news article about JKHub, that way it draws in more traffic.
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http://jkhub.net/forums/viewtopic.php?t=2850 Discuss.
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If you know what ioquake3 is, I shouldn't need to explain what this project is or of it's significance is. If not, allow me to explain. iojamp is a project based off of ioquake3 that will completely redefine the way that mods are played. If the mod in question contains all new content (such as Jedi Knight Galaxies or Moviebattles II or Gunslinger's Academy(once UI is done)), it can be played on iojamp without any need for JA to be installed. ioquake3 added support for these in JAMP: - alt-tab support - VOIP - enriched with SDL - IPv6 support - Many, many exploits patched (uncountable) In addition to these features from JAMP - Engine code is totally exposed and usable - GHOUL2 (wip) - Effects System (wip) - Light Grid enhancements (wip) - ICARUS (could be cut possibly imo. not sure) Screenshot of JA running on iojamp: http://i343.photobuc.../shot0001-7.jpg
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Every time new blood necros a one month+ old thread, I kill three kittens in my basement. Please reconsider this when you necro old-ish threads.
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But then she couldn't make any more models.
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The bit in kejim_post that Jan was talking about "Remnant having tight security" was originally meant for artus_mine, but got shifted back (I'm guessing it's because they figured out that keycards were in the kejim missions too). Kyle also had a response to it. INDEX 35 { REFERENCE 03JAO013 TEXT_LANGUAGE1 "The remnant usually has pretty tight security. Make sure you search any officers for key cards." } INDEX 36 { REFERENCE 03KYK018 TEXT_LANGUAGE1 "Thanks for the reminder." } When shooting at an AT-ST on artus_topside, there was supposed to be a little bit of speech, but I guess due to it not being coded, it got left out. INDEX 43 { REFERENCE 05KYK026 TEXT_LANGUAGE1 "My blasters are too weak against an AT-ST. I'll need something stronger." } In the Nar Shaddaa bar, there were supposed to be trandoshans there, but they got (again) cut out. Raven probably felt it was too soon (it's a shame, really. only one level with any sort of trandoshans) INDEX 39 { REFERENCE 09TR2002 TEXT_LANGUAGE1 "( Burp off! )" } INDEX 40 { REFERENCE 09TR2003 TEXT_LANGUAGE1 "( You bother me! )" } INDEX 41 { REFERENCE 09TR2004 TEXT_LANGUAGE1 "( What are you doing here? )" } INDEX 42 { REFERENCE 09TR2005 TEXT_LANGUAGE1 "( You're in trouble now! )" } Strangely, there's quotes from Kyle in bespin_platform talking about Lando, even though Lando doesn't appear in that level (and all of the bespin_platform dialogue is in bespin_undercity. I think they just jumped the gun and take their time on this scene, which is strange, even for Raven. Same thing with cairn_bay and cairn_dock.) There's a lot of cool unused dialogue in cairn_dock that never got used (and since Raven used their fancy cvars, we never got to see any of it). They were originally going to either add a large swarm of enemies + dialogue whenever you got caught, or just add the dialogue (which would have been strange). Here's the dialogue in question: INDEX 3 { REFERENCE 16KYK001 TEXT_LANGUAGE1 "The weak minded are easily influenced by the Force." } INDEX 5 { REFERENCE 16KYK003 TEXT_LANGUAGE1 "I better think of a way to get through without being noticed." } INDEX 6 { REFERENCE 16KYK004A TEXT_LANGUAGE1 "I need to distract these guys" } INDEX 7 { REFERENCE 16KYK004B TEXT_LANGUAGE1 "I need to distract this guy." } INDEX 8 { REFERENCE 16KYK005 TEXT_LANGUAGE1 "I think a distraction is in order. " } INDEX 9 { REFERENCE 16KYK006 TEXT_LANGUAGE1 "Stealth may be a wiser choice here. " TEXT_LANGUAGE2 "C'est pas le moment de se faire remarquer." TEXT_LANGUAGE3 "Vielleicht ist Tarnung hier die Strategie der Stunde." } INDEX 11 { REFERENCE 16KYK008 TEXT_LANGUAGE1 "What was I thinking? I should have used the Force!" } INDEX 12 { REFERENCE 16KYK009 TEXT_LANGUAGE1 "There were too many. I never should have tried to shoot my way through." } Another bit of unused dialogue between Kyle and Jan on the Doomgiver: INDEX 2 { REFERENCE 22JAO003 TEXT_LANGUAGE1 "I'll make sure the way is clear to the escape pods. You take care of those shields!" } INDEX 3 { REFERENCE 22KYK014 TEXT_LANGUAGE1 "This shouldn't take too long. I'll see you soon." } A little monologue, unused, but pretty redundant. INDEX 5 { REFERENCE 22KYK006 TEXT_LANGUAGE1 "Force wall. Without it, the vaccuum would suck everything out of here. Hmmm." } Supposedly there were going to be two turrets in doom_detention, but it's left out. There's a little monologue by Kyle as well that's unused. INDEX 7 { REFERENCE 22KYK008 TEXT_LANGUAGE1 "Lets see 'em fly through that!" } INDEX 8 { REFERENCE 22KYK011 TEXT_LANGUAGE1 "Another one? What can I shoot with this?" } They were going to restrict it so you couldn't walk into the hangars whenever the bay doors were open, but this apparently proved to be too much of a pain in the ass. INDEX 9 { REFERENCE 22KYK012 TEXT_LANGUAGE1 "I can't just walk out into the vaccuum of space." } Here's some more stuff that's unused/unreferenced. Supposedly you could switch the g_subtitles setting to something other than 2, but I guess Raven didn't do it. WHY? INDEX 2 { REFERENCE IN_CINEMATICS TEXT_LANGUAGE1 "In cinematics" TEXT_LANGUAGE2 "Dans vidéos" TEXT_LANGUAGE3 "Filmsequenzen" } INDEX 3 { REFERENCE ALL_VOICEOVERS TEXT_LANGUAGE1 "All voiceovers" TEXT_LANGUAGE2 "Toutes les voix-off" TEXT_LANGUAGE3 "Alle Dialoge" } Proof that Siege/vchat used to exist prior to JKA: INDEX 114 { REFERENCE ATTACK_THE_ENEMY_S_BASE TEXT_LANGUAGE1 "Attack the enemy's base." } INDEX 115 { REFERENCE DEFEND_OUR_BASE TEXT_LANGUAGE1 "Defend our base." } INDEX 116 { REFERENCE GET_OUR_FLAG_BACK TEXT_LANGUAGE1 "Get our flag back." } INDEX 117 { REFERENCE GUARD_OUR_FLAG_CARRIER TEXT_LANGUAGE1 "Guard our flag carrier." } INDEX 118 { REFERENCE GET_ENEMY_FLAG_BACK_TO TEXT_LANGUAGE1 "Get enemy flag back to base." } INDEX 119 { REFERENCE COMPLETE_THE_CURRENT TEXT_LANGUAGE1 "Complete the current objective." } INDEX 120 { REFERENCE PREVENT_THE_ENEMY_FROM TEXT_LANGUAGE1 "Prevent the enemy from completing their current objective." } INDEX 121 { REFERENCE FOLLOW_ME TEXT_LANGUAGE1 "Follow me." } INDEX 122 { REFERENCE ASSIST_ME TEXT_LANGUAGE1 "Assist me." } INDEX 123 { REFERENCE REGROUP TEXT_LANGUAGE1 "Regroup." }
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New Discoveries regarding OpenAL
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Well, more advanced sounds in general will be possible. OpenAL has some fancy efx packages attached to it which allow for stuff like reverbation, echoing, fun stuff like that. The only drawback is that you have to find a parser for each format (or read the files from scratch, as I did with .WAV files). My system, while untested with 3D sound effects, will allow you to have music tracks fade in and out (completely impossible in JA), and music play during loaded. It hooks seamlessly with JA. All that coders have to do is use my new register/play functions instead of the standard trap calls. ALSO, you can choose to have more volume filter options (so instead of effects, you can divide it to have gunshots, or you can make vchat use a separate volume slider), allowing you to adjust volume of stuff to be more realistic (gunshots are naturally louder and can be heard from farther away than grenade bounces or whatever) Also, we can load .ogg files (or any other previously unsupported format for that matter) and play them in JA. The whole sound quality could be ramped up to a near-cinematic level, with Dolby 5.1 surround support as well. One of the major problems I've had with JA is not the graphics, but that the sound quality is just so incredibly awful and makes little sense. For instance in GSA, the impact sounds are often louder than the original gunshot because the sounds are handled really strangely. -
Apparently, you can run a separate instance of OpenAL within JA, allowing for potentially limitless sound possibilities. Fun stuff. I used it for loading screen music, which then fades away as you enter the game.
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are YOU interested in a trick-jumping mod?
eezstreet replied to Astral Serpent's topic in General Modding Discussions
afaik, Raz0r was talking about CPMA movement. Ask him. I don't fiddle around with movement code that much.