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eezstreet

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  1. The bit in kejim_post that Jan was talking about "Remnant having tight security" was originally meant for artus_mine, but got shifted back (I'm guessing it's because they figured out that keycards were in the kejim missions too). Kyle also had a response to it. INDEX 35 { REFERENCE 03JAO013 TEXT_LANGUAGE1 "The remnant usually has pretty tight security. Make sure you search any officers for key cards." } INDEX 36 { REFERENCE 03KYK018 TEXT_LANGUAGE1 "Thanks for the reminder." } When shooting at an AT-ST on artus_topside, there was supposed to be a little bit of speech, but I guess due to it not being coded, it got left out. INDEX 43 { REFERENCE 05KYK026 TEXT_LANGUAGE1 "My blasters are too weak against an AT-ST. I'll need something stronger." } In the Nar Shaddaa bar, there were supposed to be trandoshans there, but they got (again) cut out. Raven probably felt it was too soon (it's a shame, really. only one level with any sort of trandoshans) INDEX 39 { REFERENCE 09TR2002 TEXT_LANGUAGE1 "( Burp off! )" } INDEX 40 { REFERENCE 09TR2003 TEXT_LANGUAGE1 "( You bother me! )" } INDEX 41 { REFERENCE 09TR2004 TEXT_LANGUAGE1 "( What are you doing here? )" } INDEX 42 { REFERENCE 09TR2005 TEXT_LANGUAGE1 "( You're in trouble now! )" } Strangely, there's quotes from Kyle in bespin_platform talking about Lando, even though Lando doesn't appear in that level (and all of the bespin_platform dialogue is in bespin_undercity. I think they just jumped the gun and take their time on this scene, which is strange, even for Raven. Same thing with cairn_bay and cairn_dock.) There's a lot of cool unused dialogue in cairn_dock that never got used (and since Raven used their fancy cvars, we never got to see any of it). They were originally going to either add a large swarm of enemies + dialogue whenever you got caught, or just add the dialogue (which would have been strange). Here's the dialogue in question: INDEX 3 { REFERENCE 16KYK001 TEXT_LANGUAGE1 "The weak minded are easily influenced by the Force." } INDEX 5 { REFERENCE 16KYK003 TEXT_LANGUAGE1 "I better think of a way to get through without being noticed." } INDEX 6 { REFERENCE 16KYK004A TEXT_LANGUAGE1 "I need to distract these guys" } INDEX 7 { REFERENCE 16KYK004B TEXT_LANGUAGE1 "I need to distract this guy." } INDEX 8 { REFERENCE 16KYK005 TEXT_LANGUAGE1 "I think a distraction is in order. " } INDEX 9 { REFERENCE 16KYK006 TEXT_LANGUAGE1 "Stealth may be a wiser choice here. " TEXT_LANGUAGE2 "C'est pas le moment de se faire remarquer." TEXT_LANGUAGE3 "Vielleicht ist Tarnung hier die Strategie der Stunde." } INDEX 11 { REFERENCE 16KYK008 TEXT_LANGUAGE1 "What was I thinking? I should have used the Force!" } INDEX 12 { REFERENCE 16KYK009 TEXT_LANGUAGE1 "There were too many. I never should have tried to shoot my way through." } Another bit of unused dialogue between Kyle and Jan on the Doomgiver: INDEX 2 { REFERENCE 22JAO003 TEXT_LANGUAGE1 "I'll make sure the way is clear to the escape pods. You take care of those shields!" } INDEX 3 { REFERENCE 22KYK014 TEXT_LANGUAGE1 "This shouldn't take too long. I'll see you soon." } A little monologue, unused, but pretty redundant. INDEX 5 { REFERENCE 22KYK006 TEXT_LANGUAGE1 "Force wall. Without it, the vaccuum would suck everything out of here. Hmmm." } Supposedly there were going to be two turrets in doom_detention, but it's left out. There's a little monologue by Kyle as well that's unused. INDEX 7 { REFERENCE 22KYK008 TEXT_LANGUAGE1 "Lets see 'em fly through that!" } INDEX 8 { REFERENCE 22KYK011 TEXT_LANGUAGE1 "Another one? What can I shoot with this?" } They were going to restrict it so you couldn't walk into the hangars whenever the bay doors were open, but this apparently proved to be too much of a pain in the ass. INDEX 9 { REFERENCE 22KYK012 TEXT_LANGUAGE1 "I can't just walk out into the vaccuum of space." } Here's some more stuff that's unused/unreferenced. Supposedly you could switch the g_subtitles setting to something other than 2, but I guess Raven didn't do it. WHY? INDEX 2 { REFERENCE IN_CINEMATICS TEXT_LANGUAGE1 "In cinematics" TEXT_LANGUAGE2 "Dans vidéos" TEXT_LANGUAGE3 "Filmsequenzen" } INDEX 3 { REFERENCE ALL_VOICEOVERS TEXT_LANGUAGE1 "All voiceovers" TEXT_LANGUAGE2 "Toutes les voix-off" TEXT_LANGUAGE3 "Alle Dialoge" } Proof that Siege/vchat used to exist prior to JKA: INDEX 114 { REFERENCE ATTACK_THE_ENEMY_S_BASE TEXT_LANGUAGE1 "Attack the enemy's base." } INDEX 115 { REFERENCE DEFEND_OUR_BASE TEXT_LANGUAGE1 "Defend our base." } INDEX 116 { REFERENCE GET_OUR_FLAG_BACK TEXT_LANGUAGE1 "Get our flag back." } INDEX 117 { REFERENCE GUARD_OUR_FLAG_CARRIER TEXT_LANGUAGE1 "Guard our flag carrier." } INDEX 118 { REFERENCE GET_ENEMY_FLAG_BACK_TO TEXT_LANGUAGE1 "Get enemy flag back to base." } INDEX 119 { REFERENCE COMPLETE_THE_CURRENT TEXT_LANGUAGE1 "Complete the current objective." } INDEX 120 { REFERENCE PREVENT_THE_ENEMY_FROM TEXT_LANGUAGE1 "Prevent the enemy from completing their current objective." } INDEX 121 { REFERENCE FOLLOW_ME TEXT_LANGUAGE1 "Follow me." } INDEX 122 { REFERENCE ASSIST_ME TEXT_LANGUAGE1 "Assist me." } INDEX 123 { REFERENCE REGROUP TEXT_LANGUAGE1 "Regroup." }
  2. Well, more advanced sounds in general will be possible. OpenAL has some fancy efx packages attached to it which allow for stuff like reverbation, echoing, fun stuff like that. The only drawback is that you have to find a parser for each format (or read the files from scratch, as I did with .WAV files). My system, while untested with 3D sound effects, will allow you to have music tracks fade in and out (completely impossible in JA), and music play during loaded. It hooks seamlessly with JA. All that coders have to do is use my new register/play functions instead of the standard trap calls. ALSO, you can choose to have more volume filter options (so instead of effects, you can divide it to have gunshots, or you can make vchat use a separate volume slider), allowing you to adjust volume of stuff to be more realistic (gunshots are naturally louder and can be heard from farther away than grenade bounces or whatever) Also, we can load .ogg files (or any other previously unsupported format for that matter) and play them in JA. The whole sound quality could be ramped up to a near-cinematic level, with Dolby 5.1 surround support as well. One of the major problems I've had with JA is not the graphics, but that the sound quality is just so incredibly awful and makes little sense. For instance in GSA, the impact sounds are often louder than the original gunshot because the sounds are handled really strangely.
  3. Apparently, you can run a separate instance of OpenAL within JA, allowing for potentially limitless sound possibilities. Fun stuff. I used it for loading screen music, which then fades away as you enter the game.
  4. afaik, Raz0r was talking about CPMA movement. Ask him. I don't fiddle around with movement code that much.
  5. What are you talking about? Xonotic is open source, and by definition, the source for CPMA must be there since Xonotic uses CPMA movement. (And I'm not saying that people have the source, but Raz0r totally has the source for it) http://git.xonotic.org/ would be the git for it, so I'm not sure where you're getting that info.
  6. No problem. You just piqued my interest in making killcams in JA though.
  7. http://skuller-vidnoe.narod.ru/q3dspecs.htm This should give you a pretty decent spec. In theory, the format shouldn't be changed between Q3<->JA, but stay on your toes, and note the difference in playerState/entityState between JA<->Q3. Also note that the sizes CAN be completely different from what the q_shared.h specifies, this is in netf_overrides.txt/psf_overrides.txt in ext_data.
  8. Yeah. Not like CPMA isn't, y'know, open source or anything.
  9. I will give MUGHugs to all your children. ALL OF THEM
  10. Just coded another awesome feature in JKG which will blow your minds in the next dev diary.

    1. afi

      afi

      pics or it didn't happen

    1. Inyri

      Inyri

      I'd have ripped that tool a new one. I am disappoint.

    2. eezstreet

      eezstreet

      Good to know that I'm not the only one who would do that. But still, making my ass of myself would have pretty bad repercussions.

    3. Inyri

      Inyri

      Yeah I never learned that part. 8)

  11. I gave a cat a Hot Cheeto one time. It got mad at me.
  12. I don't remember any of his contact details (him and I usually speak in private via IRC regarding JKG) but you could try messaging him on Terran Gaming or Moddb. He goes by BlasTech now
  13. He did not quit modding, he's currently the project director of Jedi Knight Galaxies. He's currently very very busy with JKG, so while I can't speak for him, I doubt that he has enough time to work on the Harry Potter mod team (I certainly don't anyway, and I'm not even the leader of the project)
  14. I'm an idiot. Bah. Right click on ATI engine control (on the task bar) Scroll up to card Go to 3D settings Check these settings: - Anti-aliasing: OFF (or up to 8x. No edge detect.) - Tessellation: OFF - OpenGL settings > Triple Buffering : OFF (this will be the big killer) Try deleting the config files from base folder. Turn off Xfire. Turn off AVAST. If that doesn't work, profit?
  15. Two things you can try: - Use a double slash (\\) - Use forward slashes
  16. http://www.youtube.com/watch?v=Skpfv8QMRRg
  17. Also nobody has made you a DLL, which would fix the problem in about 2sec. If you had a .menu I could work off of for testing, I could do that.
  18. I have already asked them through customer service like a week ago. I haven't heart back from them in 24-48 hours like they said. LETS SUE? etc Care to elaborate? I think Outcast is a bit better than DF2 in some regards (graphics, the cinematics make more sense, the music is better, the combat is better, I liked the puzzles) but it falls short in others (the story is a bit weak) As for JA, well, let's not go there...(the graphics are about the same as JK2, the music took all the wrong cuts from Williams, the combat is awful and based off of execution of special moves, ZERO puzzles, dialogue sucks and overall feels like a child version of JK2)
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