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Everything posted by eezstreet
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You can't have an ewok sized player model unless there are changes to the code. On the other hand, you can play as an ewok sized player using console commands.
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Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
1. That's actually one of my huge gripes with Bethesda games, is that you can generate huge amounts of cash and never feel limited. It being an online game would be better.2. I'm not sure why the player would need to know that a shop got broken into? -
Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
Yes. This. -
Anything posted in this thread requires proof. There can't be any speculation on behavior. General npc_type hardcodes Any NPC named "paladin" or "desperado" won't alert nearby enemies when they are attacked. [proof] (also in JK2)Any NPC named "yoda" is immune to force powers and is classified as a boss. [proof] (sp only)Any NPC named "emperor" won't use their weapon, only force powers. [proof]Any NPC named "chewie" has extra strong punches [proof]Any NPC named "gonk" will provide batteries to the player when they use them [proof] (sp only, also in JK2)The following NPCs are automatically given a weapon depending on their name [proof]: Lightsaber: Any player-aligned NPC starting with "jedi". Any enemy-aligned NPC starting with "reborn" or "shadowtrooper". Also "tavion", "luke" and "desann". Pistol: "imperial", "imppilot". Any player-aligned NPC starting with "bespincop". Any enemy-aligned NPC starting with "bespincop" Disruptor: "rodian" Bowcaster: Any enemy-aligned NPC starting with "weequay" Repeater: "stcommander", "swamptrooper2", "galak_mech", "trandoshan" Flechette: Any enemy-aligned NPC starting with "stofficer". Also any enemy-aligned "swamptrooper" Rocker Launcher: "rockettrooper" No weapon: Any player-aligned NPC starting with "prisoner" or "elder". Also "monmothma" rank hardcodes CLASS_ specific behavior
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The AT-ST is a bit different (and weird) because it's both a vehicle and an NPC. The ATST NPC is the one that's used in t2_dpred, not the vehicle.
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At the moment the game does not support adding new custom weapons (without coding of course) but this is one of the end goals of the project. I dunno about new entities though, it mostly depends on what mappers want.
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The JKCommunity Discord (link here) has almost approached the 500 member count. That's pretty impressive! Have you had the opportunity to check it out yet?
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We can add new entities and stuff that might be beneficial to the level design. @@Lazarus in particular pointed out to me that you can't even get vehicle-bound NPCs to follow waypoints. In terms of JK2 stuff, I'm not honestly sure. I at one point considered doing an X-wing mission on Artus but I'm not sure how it would factor into the gameplay. It would probably be between Artus Mine and Artus Topside, while you're riding the trolley.
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Yeah, I think we should make use of the prefabs that are in cairn_bay2 or cairn_bay. I believe I included those in my PM to you. They're very cool, they have glass floors and big vertical shafts and can be fit together to make a small maze. You could maybe do something like this that matches with the entrance to cairn_reactor somehow. Feel free to edit the entrance to cairn_reactor as you see fit. I think maybe one of these vertical shafts could be a nice place for a lightsaber fight.
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Yep. You're right. I didn't even know about such a command. The string pool limit could maybe be extended. In the meantime, is it possible to condense your menus down somewhat? EDIT: But the console also shows that you have some errors in your .menu file for the republic models...
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They don't, in essence. I believe the way this works is it takes the tag angle/origin, trace down, and then twist the bone to match the slope. But if your rig matches Raven's system of tags (ie there's no errors with the tag) then my next best guess is that the calculation is off.
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Sorry, I wouldn't be able to tell you much. It seems like you are wanting information that is mostly tool-dependent (unless I am missing something). The game treats tags like they are bones, if that helps. Here's the section involving footstep for slope, there's a special part involving AT-STs and their footpad direction. https://github.com/JACoders/OpenJK/blob/master/code/game/bg_pmove.cpp#L7187 More people: @@Xycaleth @@Raz0r
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Put the menu PK3 in the OpenJK folder, and then run the game with +set fs_game OpenJK
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And you are using fs_game KOTF or something? How are you running your mod?
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It means it couldn't load the OpenJK UI DLL, but it still loaded the base one just fine. Make sure you've got everything set up correctly (the OpenJK.pk3/the pk3 with the DLL in it/the DLLs should be in your fs_game directory).
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The way you thought of it sounds almost exactly as I pictured it at first. I still think that there should maybe be locked doors leading out of the pit. cairn_dock2 has a put just like this one, I don't want them to be identical for obvious reasons, but it gives you an idea what I'm referring to. I actually didn't know about that walkway. The way it is now seems fine, it's consistent with the movies (see: death star walkways) and the game uses similar switches in other areas.
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Little Known Fact of the Day...
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Nope. Only for players. -
There's two doors that lead to said walkway, one of which leads to the area the player needs to go.
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They're not supposed to.It's not even really a catwalk, so much as it is a walkway that overlooks a hallway.
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How can I win Desann without force powers?
eezstreet replied to syainkn's topic in Jedi Knight General Discussions
You get a lightsaber. That's how you beat them. Play through the storyline. -
Not necessary and would be weird/out of place. The door beneath the catwalk is locked, the main point is that you're supposed to jump up to get around it.
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The player can jump on top of the crates and with a Level 3 jump, can reach the catwalk. The player can't reach it with Level 2. I meant the door in the main stockpile which has a switch next to it. It's kinda just floating on the side of the wall there. It leads (I believe) up to the crane controls. An fx_runner being controlled by a script could maybe work, but it would require some new engine code. Should be doable though. But explain how it would work? You'd need specifically named segments on the .efx file. I can manipulate the end points of lines or change the size of efx through code.
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We still need a means of going from the pit duel area to cairn_reactor. Have you thought about how you're going to do this? I can take a look at the .map file here soon. I'm thinking that there should be a way to open the catwalk door via force push or something instead of jumping onto that narrow lip.
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Does it have an issue in Multiplayer? Because the limit is the same there. If you're getting a MiniHeapSize issue with the game, the likely reason is that your model has too many vertices/uv splits/detail. You need to cut down on any superfluous edge loops or other such unoptimized stuff.
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Try running GTKRadiant in Administrator mode. It can't write the file because write access is not allowed to the directory.