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Everything posted by eezstreet
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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.
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GitHub is not really the most user friendly website though. And it's not simple for the uninitiated to install at all, unless you want to take the dirty approach of dropping it into your Gamedata folder directly. I agree, every mod should be using CI, but CI is a pain to set up and get working correctly. Consider this approach to be CI and an updater all in one, that uses less bandwidth to boot. If a mod doesn't compile, then it doesn't compile. Another nice problem this launcher could fix is have a bug reporter built into it like with JKG's old launcher that would create a GitHub issue without the user having to get a GitHub account. If a build fails for that repo, it can create an issue titled "Won't compile on <platform>" with the output of gcc as issue text.
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I mentioned it in an edit, I think JKHub just shit the bed lol. The thing I'm trying to solve is the issue that modmakers need CI or need to have somewhere to host their builds. With this launcher, the need for CI to provide builds is effectively eliminated (although whether or not it compiles, you still need to determine on a local copy). Also with this launcher, you could provide a curated list of repositories for people to try out without them having to hunt down the modmaker to provide builds, follow dodgy install instructions, etc and serve as a launchpad for other features, such as achievements and a larger JKHub API. Basically, I want to solve the problem of both difficult installs for new users and modmakers to provide hosted builds.
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To be clear, it would be downloading the source code via Git or something similar that uses delta compression techniques, so you wouldn't be redownloading the entire source code every single time you need to update, you would just be downloading the changes. I think you are confused with how that particular optimization would work. If it becomes an issue that downloading the source code and compiling it becomes such a huge burden for people (it really isn't, there have been big advances in things like delta compression and compiler design to where it would only take a minute or two to compile), the first person whose client would compile the game on a particular platform would upload the build in the background, and other clients can use that instead of compiling the source code. But I seriously doubt that's an improvement, it seems like a downgrade even. Like I said - look at how much Git downloads whenever you pull for updates. It's maybe ten kilobytes, max, vs a whole new client, which is several megabytes. Disk space is cheap, bandwidth is expensive.
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It's not supposed to be faster. In fact maybe an improvement would be to have the first client download the source, compile it, and upload to some kind of website?
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It solves the problem of having to provide precompiled binaries for people to use for each platform. Traditional CI is just not optimal for 90% of projects which are too small to warrant setting up appveyor or Travis CI or other services for them. This makes it easier for people to find binaries and makes it easier for programmers to provide them. Likewise, it guarantees an easy install for mods, and people could supply compiler options such as VEH_CONTROL_SCHEME or other stuff that's disabled normally. It solves multiple problems, not just one. The point isn't to make this a launcher specific to OpenJK, but one that's capable of running any OpenJK based project. Ideally someone can simply say "I want this specific fork" and compile it on their machine using the launcher, rather than having to see if that person has builds for it. It makes finding mods much easier when they're in one nice little housing. Honestly a lot of your points sound like organizational issues of OpenJK, and not issues with this launcher. If OpenJK doesn't have a stable branch, that's a problem of OpenJK, not a problem with my idea.
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kdiff works. You need to set up a remote for the OpenJK repository if you haven't already. Here's how you would do it: git remote add openjk https://github.com/JACoders/OpenJK Switch to 'develop' branch: git checkout develop Pull from OpenJK: git pull openjk master Resolve conflicts: git mergetool
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O_O @@Darth Futuza
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Just pull and resolve conflicts using mergetool. Make the software do the work.