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Everything posted by eezstreet
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https://jkhub.org/files/file/2051-fixed-vchat/ Also kind of essential, imo.
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Did Oculus release a GPL'd SDK? If not, this gets a bit messy with the license.
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You don't even need to add it to jaconfig, you can just use /seta to any cvar and it will do it for you. For instance, seta cl_noprint 1
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Arguably, QEffects Pro could be considered "essential" to some users (I certainly don't). @@Botdra's improved levelshots are good. OpenJK is mandatory for SP, and highly recommended for multiplayer. JA++ is a vastly improved JA+. jaMME is the essential video editing mod. I would consider Hapslash's imperials and DT85's stormtrooper replacer to be mandatory.
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Like ripping a model out of MB2, or what? Player model, weapon model, ...?
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Can't get asset files onto linux for open jk
eezstreet replied to Kaden's topic in Jedi Knight Tech Support
You can use a virtual machine to install the game on, and extract the assets from there. I don't know if there's any better way to do it. -
Running MBII Server on Raspberry PI 2
eezstreet replied to jakub742's topic in Jedi Knight Tech Support
It looks like you're trying to connect to a Base server instead of an MB2 server. -
@@mrwonko try the Circa chat icon replacer.
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I have noticed a similar issue in JKG since we updated the codebase a while ago to more recent OpenJK. It will load assets0-assets5 and also JKG_ASSETS0-JKG_ASSETS5 but it won't let me overwrite anything from JKG_Assets, without me replacing the files in those PK3s.
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Why not just kill the dismembered entities via something similar to bodyque?
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Lugormod #U(any version) for Linux
eezstreet replied to GeneralJelly's topic in Jedi Knight General Discussions
note: gcc is for C files. g++ is for C++. That might have been why you were getting issues. -
Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
^ ASCII is not easily understood at all. What is ^a supposed to mean, and how is it different than ^'? With the xRGB identification, you have ease of use, and also predictable results. With ^ASCII, what are you supposed to do with unprintable characters, whitespace or null terminators? -
Development screenshots: cool things that are being worked on
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
An explanation for those who don't understand: In JKG, you have a wider variety of color codes available at your disposal. By using this format: ^xRGB, and replacing RGB with a hexadecimal digit for Red Green and Blue values, you have approximately 16*16*16 different color options in addition to the original 10. -
(Obligatory bump)
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It will load saves just fine. If you are not seeing them, you may need to copy them to your homepath, (C:/Users/(user)/Documents/My Games/OpenJK/base/save).
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Help with Single Player maps...
eezstreet replied to James Terrano's topic in General Modding Discussions
Yes. Really, all you need out of the map is the entities. Since you decompiled the map (from my understanding), these are guaranteed to be correct. The problem that you're running into is that you're trying to compile the whole map, but everything else besides the entities is wrong: lighting data is baked into textures, which discards the alignment and light positioning data, and likewise the information on which brushes are detail gets lost, increasing the amount of work that is done during the vis stage of compile, which is what lead to your error. The solution is to use an -onlyents compile, which swaps a BSP's entities with one in your .map, which is what you're trying to do. However you aren't sharing your compile line or anything so I don't know how to help you. -
I think part of the problem with rend2 lies with OpenJK itself. Many of the performance gains to be had involve changing the drawing process, which would ultimately break compatibility. In MB2's case you'd want compatibility, unless you want to completely remove the ability to run jamp. However that would require opensourcing the project (which I still don't think is a bad thing, fwiw) since you'd have to make it work with GPL code and only GPL code. Anyways, what I'd like to see is a "FutureJK" which would be: - No backwards compatibility - A solid base for mods which require OpenJK to function (Warzone, JKG, possibly MB2, JK:E) - rend2 replacing the vanilla renderer and improvements to it which wouldn't be possible under OpenJK - My lip-syncing and G2 viewmodel stuff from JK:E - A physics engine (but how to network? Hmm...) While I realize that it has a snowball's chance in hell of succeeding, such a "FutureJK" project would be the best path going forward for rend2.
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Making all weapons have the ability to ADS
eezstreet replied to AuriusPheonix's topic in Coding and Scripts
It does. If you want ADS to control accuracy, you'll want it to be implemented in both serverside and clientside. You could also make it a script executable by .cfg to change cg_gunX/cg_gunY/cg_gunZ. But I think for some reason those cvars are cheat-protected (?) -
Making all weapons have the ability to ADS
eezstreet replied to AuriusPheonix's topic in Coding and Scripts
Hi, Please wrap your code in tags so that they may be more easily readable. -
Hi, So as you may have noticed, Circa has just been re-brought on as staff, this was my mistake as I missed his message from a few days ago. The positions we have listed have not changed. We are still looking for two editors and a moderator. Be sure to list which position you are more interested in.
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Help with Single Player maps...
eezstreet replied to James Terrano's topic in General Modding Discussions
You aren't doing the compile line properly. You need to use an -onlyents compile, not one of the presets from Radiant. I don't remember off the top of my head how these work, but there's a guide around somewhere. -
Is that an application, @@redsaurus?
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Thread moved to Warzone General Discussions