Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. Yeah, that sounds about right. With all the dough they're making from merchandizing and TOR (it's pure profit for them, since they receive a cut for using the SW name) and other games such as TFU, BF2, etc. I doubt they'll notice anything but a slight dip in the sales (especially if you do the moral thing and make the MB2/JKG/whatever launcher require JA to be installed using the registry). Argh it be illegal etc ---- On a slightly unrelated note, if I were to port GSA to iojamp, I could totally base it off of Q3's SDK ( )
  2. Everybody should be entitled to their opinion though. I feel like limiting the reviews to the staff would be just a bad thing for everybody
  3. It's like an FPS. The only stipulation is that you have to run with sv_jampDed set to 1 if running via jampDed. Has CTF, etc
  4. There is no such thing as "good" power metal. plzdie.
  5. I did include a lot of assets which are morally kinda weird. but i also fixed a ton of shaders, scripts and the backend so everything looks okay (mostly). Most people can't get the scripts to work peoperly because they changed the player's NPC_targetname from 'kyle' to 'player'. My little mod fixes that. The proxy system is completely open source, and if you wanted, I could disclose the code I hooked into the game. A few scripts had to be changed manually via recompilation and map modding because the nav system changed slighty between JA/JK2. One of the things I wanted to add was a few trandoshans to the bar in nar shaddaa streets. The whole sequence in the bar is highly broken though due to lack of animations though. What's strange is that the game actually references there being trandoshans as far back as ns_streets, and even being able to find metallic bolts in ns_starpad despite not having the gun available.
  6. No. Assets which exist in JA are considered to be porting/theft, unless otherwise stated by LA/AV/Raven. Already exists. See @@Didz's master server implementation EDIT: I am currently looking to reach out with Raven about the legality of iojamp
  7. No worries. If you copy the JKA assets into your iojamp base folder, you can still run MB2 (but JA clients cannot connect to iojamp based servers and vice versa) It states right there in the passage that you mentioned that we have the right to distribute copies of the software (the mod DLLs) free of charge. The part about the mods only operating with JA don't apply in this case because iojamp is just software that uses other software (technically it would then be a modification of iojamp, which is distributed under the GPL). Using the mod DLLs does not constitute a mod of JA if only iojamp uses them. Raven has already stated that they don't care a whole hell of a lot. See here. Futhermore, it should be noted that in your passage, you mentioned Raven, not LA (LA did not write the software) Correct. It can load any JA mod that exists in the wild (unless it has engine hacks). And technically, if a mod becomes nonworking with JA and working with iojamp, then it's still a mod (albeit not working)
  8. FInally, some actually decent music in this thread...
  9. I know only very little about brushmodels and how they work, let alone rotating them
  10. You'd be surprised, I had to actually build a launcher for GSA because people could never read the installation directions correctly.
  11. That kinda wasn't the idea though. (although it is kinda funny that you mention it like that) My original intention is that the community could benefit from such info (also, I have no idea how any of these look ingame, so somebody willing to test, give it a shot (especially paperPhysics))
  12. Com_hunkmegs is literally not used by the game though. The code creates the cvar, and then it is never again used or mentioned anywhere.
  13. Magnavolge disabled all of my servers for having Gunslinger's Academy on them, probably because they're sponsors of MB2
  14. Maybe there could be a rating system for reviews, and the most popular review gets pinned to the file description.
  15. Assimilate is just a compiler, the assimp method I was thinking of using would eliminate the need for assimiliate and exporting to .xsi and just export straight to .glm (with an optional skeleton from .gla) from any normal model format (.dae, .xsi, .obj, .max, .blend ...)
  16. EFX parsing is working itself along. The fields aren't fully parsed yet, so it thinks that some fields are there that shouldn't exist. (I didn't get all of the fields parsed today. might be a while) Also note the various differences in the game as a result of porting to a new setup (iojamp named in the console, blue text in some places, etc)
  17. Video card doesn't really matter, JA does a lot of it's rendering on the CPU due to an awkward engine interface in general. RAM also has literally no effect in this case. ghoul 2 models already use mesh based collision, see lightsabers, which do basically no bounding box collision at all (except htey kinda tend to sometimes...see MB2 passthrough). The whole saber collision is a little weird though.
  18. Still haven't figured out what is wrong with the efx parsing in iojamp

  19. http://www.youtube.com/watch?v=U45NfWSX-Vk
  20. Caelum, I'd just like to interject for a moment. What you're referring to as Linux, is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.
  21. Serverside mods don't touch the trail (or any kind of weapon effect period). They can do some funky things with the functions of guns though (the rocket luancher's homing alt fire is completely server side)
×
×
  • Create New...