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eezstreet

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Everything posted by eezstreet

  1. This is supposed to be the stockpile area. While I agree that there should be a waste section (and this isn't really properly explored on the cairn installation, and is in fact a plot hole!), having a trash compacter be part of the stockpile would be out of place. Storage for spare parts sounds like it could work though. I would advise against making every door lead to something though, there needs to be some illusion that doors go elsewhere, so it's one big interconnected base.
  2. Try adding a line for BOTH_MINDTRICK2 as well. And change probability to 0.
  3. Do these doors open?
  4. Jedi Knight Galaxies uses a skill-based blocking system, where you hold down the block button and the attack button to go into "Projectile Blocking Mode". How well the projectile is reflected is dependent on how fast you hit the projectile in relation to going into Projectile Blocking Mode. So if you go into PBM very soon (or literally right before) the projectile hits you, it will reflect the missile right back at the attacker, although this is very hard to do as a beginner Jedi character (ie, without any points in blocking skills) and you'll almost certainly be dead if you try this with repeaters. If you just hold the PBM, you will stop being able to block projectiles after a period of about 5 seconds, so you need to constantly go into and out of PBM. Higher-levelled Jedi characters can just hold the button for passive blocking. Of course, in order to reflect shots, you will still need to block accurately in this case.
  5. CSS doesn't have the ability to change with time of day.
  6. Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)
  7. Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.
  8. The background contest has concluded, and the new theme is live. How are you liking it so far?
  9. 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.
  10. 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.
  11. Nice! How many more rooms do you have left to do?
  12. @@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
  13. 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.
  14. I prefer the movement of MP with the setup of SP. The default SP movement feels like I have mouse smoothing on my keys.
  15. 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.
  16. 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.
  17. Yes? I don't see why it wouldn't lol.
  18. 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.
  19. You mean the color of the grip?
  20. 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.
  21. 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);
  22. Stickied, and added a note. It's useful information.
  23. 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.
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