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Everything posted by eezstreet
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I could write a tool that converts the files to JSON and back, if I had some kind of format specification.
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You are correct. If the anatomy is modified to look fine in JKA (ie, not skinny arms as previously mentioned), then that would be good enough. Porting it wholesale is a no-no.
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HELP coding Rakghoul disease from Kotor.
eezstreet replied to Brownjor10's topic in Coding and Scripts
I don't know how NPCs are spawned offhand (try looking at what happens in g_cmds.cpp), but your code should definitely be in player_die, in g_combat.cpp. It handles both NPCs and players. You'll want to check if the killer is a Rakghoul and the deceased is not a Rakghoul. I disagree entirely that it needs a new force power. -
If it's in a PK3 file and replaces one of the existing tracks (and it's in the correct audio format - 44100khz stereo MP3 file), then you're most likely in the clear.
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Frustrating problem with a 99% complete map (HELP)
eezstreet replied to Aldro Koon's topic in Modding Assistance
Try it without -bounce 8. That flag can raise the compile time exponentially. -
Very off-the-wall guess: it's using the "windows" driver because it's not in fullscreen? r_fullscreen 1 vid_restart ^ try running this and see what happens
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Frustrating problem with a 99% complete map (HELP)
eezstreet replied to Aldro Koon's topic in Modding Assistance
What compile line are you using? As for the brush being transparent, try running the "Brush Cleanup" command and see what that picks up. -
Model/skin request: CWA Jedi Champion
eezstreet replied to Jack Skywalker's topic in Mod Requests & Suggestions
Hid a lot of posts in this thread. Please keep it on-topic. Also, OP, you could always try your hand at making a skin for this. -
Pinned as this could be a useful resource for everyone.
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Frustrating problem with a 99% complete map (HELP)
eezstreet replied to Aldro Koon's topic in Modding Assistance
If you're able to compile it using the 1.5 compiler and it appears fine ingame, why don't you just use that? -
FM3RE v1.00 Posted! - v1.01 planned for release soon...
eezstreet replied to a topic in WIPs, Teasers & Releases
The file has been approved. -
Development Streaming (we want your opinions!)
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
I believe that you are able to see past broadcasts or highlights if they are offline, no? -
A lot of topics here are asking how to do something. This is for OpenJK discussion only. Threads related to other things will be moved to other sections by moderators. If it's not about OpenJK, you should ask your question in Coding and Scripts, Modding Assistance, or other boards in this forum.
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Thread moved to Modding Assistance
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Could a Codder or a Developer help me with that?
eezstreet replied to beardedmaan's topic in Coding and Scripts
Thread moved to Coding and Scripts -
For ones that aren't JKG, yeah. But JKG is more complicated because of the way the paths are set up.
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Jedi Academy: Enhanced link isn't working
eezstreet replied to gamerdude42's topic in Jedi Knight Tech Support
No problem. If there's other files that have similar issues, I know what the problem is. -
Development Streaming (we want your opinions!)
eezstreet replied to eezstreet's topic in Jedi Knight Galaxies
Just an update on this: We have a channel available now: Click here for link Silverfang and Darth Futuza have been working very hard on making the stream stuff look good. -
You are misreading what I am saying.If you can precache the model so it can be viewed, the shaders for it also get precached internally in the same call. There is no need to register that model's shaders in a separate interrupt. Although now that I think about it, a point can be made that one could use a shader remap/override on the display object, which would require a shader to be registered. So the import makes sense now that I think about it.
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HELP coding Rakghoul disease from Kotor.
eezstreet replied to Brownjor10's topic in Coding and Scripts
Thread moved to Coding and Scripts -
I like this idea. Makes animation mods much simpler and allows for mixing/matching of different mods. +1
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I think a video would be best. Lets us see how good it performs and also gives a more interactive view. That being said, good job on the scopes.
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If you don't mind digging through the PK3s, you can trim them down to only have the models and ext_data folders. In models, if you delete all except /players/. Don't touch the assets0.pk3, assets1.pk3, assets2.pk3, etc, because these are in the base game.
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Porting policy has changed somewhat. Basically, ported content is treated the same as if it were an author that cannot be reached (and for the most part, this is totally correct as I know some companies like EA have absolutely bonkers PR departments, and some companies like Valve don't even have one it seems). You can remix the ported content into your own subject material (be it a ported model in a large mod, or porting a model and changing the textures entirely), but you cannot remirror it without the permission. As long as you (and the staff) feel comfortable slapping your name on something, that's what we go with. That being said, if any party approaches us and tells us to take down files, we do it, no questions asked. We aren't legally liable for any kind of damage with the files (there's a disclaimer box that must be ticked for a file to be uploaded which states that liability is on the part of the user).
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Not as simple as it sounds, especially since you need to preserve base compatibility. Both client and server need to make sure that they have the same data, otherwise there can be serious desync issues. Not only that, but the number of weapons cannot exceed 32 anyway- this is hardcoded into the structure. If you change this, then base compatibility is out the window. It's a hardcoded number which can't be changed without breaking things.