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eezstreet

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Everything posted by eezstreet

  1. The background contest has concluded, and the new theme is live. How are you liking it so far?
  2. The new 2016 background has launched today. By default, every member will have their theme switched to JKHub 2016. If you don't like it, you can revert to either the original theme or use a fixed width theme. Here's how. On the bottom of the site, there are some links on the left. Some of these relate to which forum you're in (so currently, JKHub -> JKHub Community Section -> Art, Media & Technology as I write this), and the other set are more pertinent (Change Theme - Mark Community Read). Click Change Theme. You can now select either JKHub, JKHub Fixed Width, or JKHub 2016. JKHub 2016 is the current default theme.
  3. That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.
  4. Nice! How many more rooms do you have left to do?
  5. @@Seven The only part of that tutorial that is Windows specific is what choice of IDE you're going to use. Download XCode and configure CMake through cmake-gui to use XCode. You'll also want to install SDL2 and homebrew, details on this are on the OPENJK repository. Check in the wiki here: http://github.com/Razish/OpenJK
  6. The use of vector is optional, it's just an example of iterating through it. It's not performance-optimal to do this anyway, since you'd be looking at O(n^2) worst-case performance as opposed to O(n). You want to call PInUse and use globals.num_entities though. A flag gets set on unused slots, and ent->client might be non-null on unused slots. A specific edge-case might be when a corpse is removed from bodyque.
  7. I prefer the movement of MP with the setup of SP. The default SP movement feels like I have mouse smoothing on my keys.
  8. I'm not sure, because the license for these sample maps isn't around anymore. I suspect that they use the same license as the Jedi Academy SDK. The JK2 SDK had a few sample .map files, including kejim_post.map and cairn_dock2.map.
  9. As I explained, it's a code edit, in C++. Are you comfortable making code edits? I recommend following my tutorial on compiling OpenJK, and taking a peek at my primer for a solid foundation, although you certainly don't have to memorize all of it. If you're comfortable making these types of edits and have compiled OpenJK for SP successfully, I can proceed.
  10. Yes? I don't see why it wouldn't lol.
  11. It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.
  12. You mean the color of the grip?
  13. I don't think a Dislike button is a good idea. Honestly even the Like button has its flaws and a Dislike button will highlight them even further. I mentioned a system of anonymous upvotes/downvotes because it has benefits in a modding website: useful information gets upvoted, bad information or off-topic questions get downvoted. It's not quite the same thing as Likee/Dislikes.
  14. Here's how I did it in the AI Workshop code. If you want a helper function that writes a vector of AI, that's also possible: void AIVector(std::vector<gentity_t*>& in) { for(int i = 1; i < globals.num_entities; i++) { if(!PInUse(i)) { continue; } gentity_t* found = &g_entities[i]; if(!found->client) { continue; } in.push_back(found); } } Invoking: std::vector<gentity_t*> ents; AIVector(ents);
  15. Stickied, and added a note. It's useful information.
  16. You can use the mod as a base as long as you adhere to the GNU GPL with regards to the code (your project must be open-source, source code shall be provided free of charge and any mods based on your mod must adhere to this license). I wasn't sure what Dusty wanted. If he wants to have a mod that's based on JK2:E, then he can do that and it won't really involve any effort on my part. If he wants to integrate his features into JK2:E I am open to the idea.
  17. It sounds like we're missing some information here. That error usually only happens when trying to run Moviebattles 2, not vanilla game. Are you?
  18. Isn't most of the stuff in Dusty's Patch cvars? It should be doable to merge it in. You could use a special name designator for the cvars that are part of Dusty's Patch, like starting them with dy_ or something.
  19. Luke...use the code tags!
  20. This looks beautiful.
  21. TIL: Movie Duels 3 is a thing
  22. I agree with minilogoguy. Giving Kyle a vibroblade at the beginning would be silly and not fit his personality at all. He recoiled at the thought of a crystal being part of a lightsaber. I doubt he's going to fight with something that's basically a lightsaber.
  23. Nice! I like how you made it look really different from the ones in cairn_dock. all cairn map files: https://www.dropbox.com/s/w79ner60r9u9x9p/cairn2.zip?dl=0
  24. You can't just make mods of these kind compatible with each other. The jagamex86/jk2gamex86 of your mod has to be a merging of your code with JK:Enhanced. So unless your mod is based on the code from JK:Enhanced, making the two compatible is impossible. I can foresee it working though if you had a git repo and you pulled the changes from the JK:Enhanced repository though.
  25. ? Is that mod based off of this one?
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