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Everything posted by eezstreet
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This is a good idea. I will start work on such a thread.
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It begins when Raven released Heretic.
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We need new weapon models before this is possible. The first person view models that are in the game now have the faces on the right hand side culled. The new weapon models are also holding up sprinting.
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So I'm pretty sure a lot of you who played Jedi Knight 2 were a little bit curious about the map "Imperial Labs: Raven Software". In addition to being the only FFA map in the game available for Duel under Create-A-Server, it was also placed last in the list, and therefore required scrolling the map list to see. It wouldn't surprise me if a lot of people didn't actually see the map in the list because of this. It's the only stock Duel map in the game that has a weapon other than the Blaster and Bowcaster available (although those are both present in this map too) and it's the only one with holdable items. So what's the deal with this map, and why does it feel so out of place? It turns out there's a lot more to this story than just a random bonus map that got thrown in. Our story begins in 1994. Doom - the video game that is - has taken the world by storm, and everyone wants a little slice of the pie. It became a system-seller for DOS. It has the unique honor of selling more copies than Microsoft sold of Windows, and it was also partially responsible for the death of the Amiga platform. Raven Software, then a modest company with a few games under its belt and a previous collaboration with id Software in their ShadowCaster game, which ran on the Wolfenstein 3D engine, proposed to John Romero of id to work on a new game. This game later became Heretic. The evil monsters from another dimension were still present, but this time with a high fantasy setting to work with. It proved successful enough of a game to warrant a sequel: Heretic: Shadows of the Serpent Rider. Of course, this is pretty well known information if you played any video games at all on the PC during the '90s. What you probably didn't know is that Heretic had a few secret levels of its own. Three of these levels, built for multiplayer deathmatch, encompassed a sixth episode and could only be accessable by a console command. One of these levels - E6M1 - was known as Raven's Lair, ostensibly named as such because it was based on the layout of Raven Software's offices. So, it's become somewhat of a gag to include the Raven Software offices. It didn't appear in Hexen, the sequel to Heretic, but it later made appearances in Star Trek: Elite Force, Soldier of Fortune, Soldier of Fortune 2, and Jedi Knight 2, where it made its last appearance. Here's the map in Soldier of Fortune 2. https://www.youtube.com/watch?v=_NMWzKF3jHQ
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Anyone ever tried trenchbroom level editor?
eezstreet replied to Psyk0Sith's topic in General Modding Discussions
That's gonna be a 'no' -
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He means the circle-shaped blur that appears from the player's hands when you push someone.
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You could try turning off that effect in the game with cg_renderToTextureFX. Try: seta cg_renderToTextureFX 0 in the console. Although this will affect other things that use a similar effect (cloaking, notably)
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The biggest problem that I have with Radiant is with workflow. It's extremely annoying to use the clipping tool, and the selection tools aren't great. I feel like the differences are only plainly apparent when you've actually used a tool designed to make models and compare it to Radiant. Or even the earlier Unreal Editors were a lot easier to use once you understood the editor.
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I'm 100% positive that there's a cvar for this.
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[red]Thread moved to Art, Media and Technology[/red] Jedi Knight Modding is for Jedi Knight games -only-.
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Reminder that the deadline is coming up soon!
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I have been tossing a few ideas around for a new force power, and Slow Fall could be a good one, although pretty situational. It could be merged into my idea for Force Slow, though. Others that I have thought of are: Meditate (neutral): Gain force power but are forced to sit down. Higher ranks regain power faster and can sit down faster.Weaken (dark): Enemies near you become weak and deal reduced damage for a duration. At rank 2, they take more damage. At rank 3, they are dealt a small dripfeed of damage. Note, dark jedi may resist this power and droids are immune.Ghost (light): When killed while this power is active, you will become an invisible force ghost for 30 seconds. You cannot attack while as a force ghost and move at a reduced speed. After 30 seconds, you are revived at 1hp. At higher ranks, you gain more health points and move faster as a ghost. Note: dark jedi may have the ability to sense your force ghost and kill it.Shadow (light): While this power is active, your footsteps are completely silent. At rank 2, stealth kills do more damage while the power is active. At rank 3, enemies have reduced field of vision and your lightsaber can be thrown without alerting enemies. Note: dark jedi have heightened force senses and may resist this power.Stasis (dark): At Rank 1, you can hold the force power button to slow enemy projectiles that are near you. At Rank 2, enemy projectiles that are near you can be slowed to a stop. At Rank 3, by tapping the force button you can create a wall of pure force energy that freezes enemy projectiles in their tracks.Grip (neutral): At Rank 1, you envelop a target in pure force energy, making their movements slower and more laborious. The target moves and fires slower. At Rank 2, the power level grows, and the target is rendered completely unable to move. At Rank 3, this ability can affect a group of enemies, although the power is weakened in this state. Also by holding the force button, you can tighten the grip even further, slowing all affected targets even further (or crushing their internal organs). Note that dark jedi may use this power on you, and that Push can remove it. (Force Grip would be renamed to Force Choke)Jump (neutral): Actually this would still work the way it does now, but with another addition: Jump would be on the force wheel like the other powers are, and when used, you launch yourself high into the air like how the AI does.And some changes I still need to make to the other force powers: Force Grip/Choke should allow you to shoot while it's activeSpeed should have nicer physics and last longer. It makes the game feel unnecessarily floaty.Show active force powers on the HUD.
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Because there's no models that are rigged to use cloth bones.
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Could I see a full console log? That error only occurs when JA assets are used with this mod. Or basically because it could not find the file "strip/keynames.sp" which is in every JK2 installation, but not in JA.
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JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
I suppose the feature could be cvar'd. -
Well, I can see what I can do when I have a sample, as was the case with ghoul2 viewmodels Although in this case the sample is going to be quite difficult I imagine to generate. As a side note, it might be a good idea to make an animation system where you can swap out specific animations on a per-playermodel basis. Like, jedi_trainer/special.gla might have some fancier looking taunts or something. Basically just a GLA with a few animations but the same hierarchy.
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But....there isn't anything wrong with Radiant... ...for placing entities. I believe there is a .map exporter though for Blender. @@Silverfang has some kind of system in place where he is making maps using a combination of Blender and Radiant.
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I'm still waiting on someone to help me finish the lost level for JK:Enhanced. If it comes down to it, I might have to do it myself. It's just super time consuming.
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Those are for the first person viewmodels.
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Use the game with JK2, not JA.
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JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
All listed things in the OP are things that I've done. I have been playing lots of the new Doom since then and haven't progressed much. On the plus side though, I've been a bit inspired by the Snapmap feature and might poke around with implementing an ingame kismet-ish scripting system for people to create scenarios with. In terms of content, there's no good Scouttrooper models for JK2/JKA so I haven't included that yet. I might code the Stouker Concussion Rifle in soon. Still no mapper found for the lost mission. -
There is no maximum bone limit. There's a fixed amount of memory that is used for animation. You might hit that limit, but if you do, it's an easy matter of raising the memory cap or compressing the data to use less memory. I disagree that having all possible bones in one GLA is the best solution. Take the Reborn for example. It has a crotch flap and hood which should be animated separately. Kyle for instance doesn't have any room for additional bones. Jan might have an animated ponytail. However...rodians only have three (?) fingers and a totally different face structure from humans. Grans have meaty paws. It would be nice to be able to make more precise hand animations for these characters for sure. Yes, perhaps it might be feasible to have these extra attachments in one extra mega skeleton, but it makes more sense to be able to swap parts of one skeleton with another. In order for this to work, the GLM would be rigged to a temporary skeleton which represents the merged _humanoid with merged bones.
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JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
This might be doing it? Maybe try disabling joystick input in the game? and trying with mouse and keyboard. I'm just throwing ideas out atm because I have no idea. -
JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
Corpse removal time is hardcoded in singleplayer and no cvar can change it. However, the corpse removal time was greatly increased in this mod. sv_zombietime is not used in Singleplayer. You can remove the following from your config because they aren't valid: Your game is getting spammed with some kind of keyboard/mouse/text event. This is why you're getting bad stuttering (console spam = bad performance) You could maybe try disabling QEffects but I seriously doubt that's interferring. Nothing in your config would be causing this kind of behavior that I see anyway. Does the problem persist when you sit still for a bit? Is there a joystick plugged into your machine?