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eezstreet

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Everything posted by eezstreet

  1. I'm just kidding, I believe that you can do prone. Just seeing if you would actually make it so I could take a look and see what method(s) you used
  2. tbh, I'd rather have an assimp-based GLM exporter app (or ghoul2 for iojamp, hint hint), that way a lot of the different formats could be supported and nobody would be limited to one tool that does a specific thing.
  3. More unused fields: - materialImpact: when added to an effect, crashes the game (usually)
  4. No thanks. My avatar seems pretty good. It's what some people recognize me by.
  5. Looks good. I'll probably at some point be photoshopping additional stuff onto it.
  6. I think I came. Looks great, a;though i would change the proportions a little bit.
  7. Magnavolge sucks. Don't go with them.
  8. make prone and then i'll believe you
  9. 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)
  10. You also need to have a brushmodel of the player in the map, which is less than ideal in most circumstances
  11. 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)
  12. 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)
  13. nah i was hoping for something a bit grungy or involving my avatar somehow. thats a bit too colorful for my tastes
  14. Anybody here artistically inclined enough to make a sig for me? all of my posts seem a bit bare
  15. 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)
  16. Bots never stop holding the use key. They always hold it down.
  17. 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)
  18. Should make a Moddb news article about JKHub, that way it draws in more traffic.
  19. http://jkhub.net/forums/viewtopic.php?t=2850 Discuss.
  20. 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
  21. 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.
  22. I'm a hipster. I liked JKHub before it was even cool.

    1. afi

      afi

      It wasn't cool?

    2. eezstreet

      eezstreet

      Everybody else didn't use it anyway.

    3. MagSul

      MagSul

      This place has changed, man... Like, you don't even know!

  23. But then she couldn't make any more models.
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