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eezstreet

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Everything posted by eezstreet

  1. I see no real danger from JKA servers. The worst you can do is create a virtual botnet of JKA players (this happened very recently in MB2 if I'm not mistaken). As for viruses and keyloggers and things of that nature, you don't really have anything to fear by simply connecting to a server (unless you have like..say Kotf on your computer, or another trashware mod such as that that compromises your system)
  2. It's a set of plugins that you download and ship with your mod. Or, you can make your own custom plugins and submit them (hardcore reverse engineering experience required atm). Making Lua in SP is not a bad idea for a plugin though.
  3. I'd need a pretty sizeable opinion on the matter before I can set such a project in stone (although the core system is done, a lot of the plugins and the SDK is not)
  4. that's a conditional, not an assignment. You need to look for stuff like this: ent->client->ps.stats[sTAT_WEAPONS] |= ( 1 << WP_SABER ); and client->ps.weapon = WP_SABER; Also, you can just save the .c file and compile the VM using the MakeAMod.txt readme file.
  5. The idea is that you have the core of the system being one DLL file, and then various plugins which are made with an SDK which serve as plugins to your JAMod system. You can then configure the plugins and the system via an INI file, allowing you to further customize the game. My question is, if I made such a system, would anyone be interested? Some of the available plugins at launch: - Weapon Mod System (externalizes damages, etc) - Saber Mod System (disables some special moves and allows for modifiable damage) - CVar unlocker (unlocks all cvars) - script_targetname fixer (changes the script_targetname of the player from "player" to anything you want) - Galak Fix - JK2 Waypoint Fix - More..
  6. Lugormod uses the exact same entities as those in GTK radiant (except that it uses misc_model_breakables instead of misc_models, among other things)
  7. You can't edit out the saber in JK2 without a serverside mod. It's not exactly difficult to do though (find all references to WP_SABER in g_client.c and remove any sort of assignment to ent->client->ps.weapon and ent->client->ps.stats[sTAT_WEAPONS])
  8. I didn't know that these guns were ported when I originally got the pack (it was on JKFiles for a short period of time iirc). These guns more or less inspired me to mod the game. Though, I really don't intend to use anything from it, nor do I know if I'm going to use it in base at any point.
  9. Interesting to note. I will keep my eye on this.
  10. Looks like GTK Radiant.
  11. How about actually USING Firefox instead of using a knockoff and then finding out if the issue is on Firefox. This is not Wal-Mart.
  12. wen r u makin sheppard
  13. I wonder if the Hydroball source is still sitting around on our good friend rww's hd..
  14. vs2012 is crap. nuff said. Nothing interesting to see in these icons or anything. Move along.
  15. I would also like the idea of gunplay more in JK2. Of course, I'm also crazy.
  16. I say it depends on content. MB2 even has some sound bytes which are used as I mentioned before which are also in that pack. I wanted this pack mainly for pure nostalgia and like one or two sounds that I was looking for that I remember from this pack. As for placeholders and personal stuff, I would say yeah, unless you released them publicly. Ironically, the JKHub download standards are a lot more lax on porting, but porting is in and of itself pretty wrong generally (except in my opinion for sounds, with the exception of music. Who is going to have that high of quality recording software and the necessary firearms to boot? Nobody.)
  17. Nope. The models in the mod I'm talking about didn't use any content from SOF2 other than a stray explosion effect. Also, the grenade launcher sound effect (on the SAW) is also used in MBII for the arc trooper grenade launcher and in GSA for the M16 grenade launcher, but I can't remember for the life of me who made it. EDIT: Holy crap, that's it, @@Malkav. Thank you muchly.
  18. It's possibly to make a server with guns only. It'd require a serverside mod though (not that big of a deal)
  19. Not architecture as in houses. Architecture as in engines. I want the freedom to pick whatever libraries I want, without a vast amount of obscurity in code because of all the extra crap tacked on that I'll probably never use or probably use something else for (Scaleform/Kismet, I'm looking at you). Besides. I like modding JA, even if I have disputes within the community or there's engine restrictions. I am just super familiar with the setup. I do feel like I am going to migrate at some point, but I might have my hooks in this community for a while.
  20. Shaders with nopicmip set will also suffer greatly reduced aliasing when scaled down or proportions are changed. Handy.
  21. Overly complex when they don't need to be, and bloated with extra crap that I don't want.
  22. after I read the thread title: taxis after I read the OP: because I hate modern day engine architectures.
  23. That pack -could- be it..I'm seeing the M249 SAW and the shotgun which were there. Any idea if i could have my hands on it to confirm?
  24. Would be really cool if it was animated.
  25. JK2 does not have .sab files, they are new to JA. Likewise, weapons.dat does not work in MP, it's SP only. Editing it like that anyway would cause the game to do all kinds of funky things (probably crash when you get into an ATST i'd imagine) The reason that g_weapondisable does not work like it does in JA, is because WP_MELEE does not exist in JK2. What you need to be doing is: g_weaponDisable 4 On top of disabling all of the force powers.
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