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eezstreet

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Everything posted by eezstreet

  1. 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
  2. What compile line are you using? As for the brush being transparent, try running the "Brush Cleanup" command and see what that picks up.
  3. 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.
  4. Pinned as this could be a useful resource for everyone.
  5. If you're able to compile it using the 1.5 compiler and it appears fine ingame, why don't you just use that?
  6. The file has been approved.
  7. I believe that you are able to see past broadcasts or highlights if they are offline, no?
  8. 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.
  9. Thread moved to Modding Assistance
  10. Thread moved to Coding and Scripts
  11. For ones that aren't JKG, yeah. But JKG is more complicated because of the way the paths are set up.
  12. No problem. If there's other files that have similar issues, I know what the problem is.
  13. 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.
  14. 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.
  15. Thread moved to Coding and Scripts
  16. I like this idea. Makes animation mods much simpler and allows for mixing/matching of different mods. +1
  17. 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.
  18. 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.
  19. 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).
  20. 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.
  21. Ok, so I've figured out why this is happening, but just to be safe, I created a copy of the original download and moved all the reviews/downloads etc to it. So if you see notifications, @@redsaurus / staff, that's why. Basically you have an image at some URL (redsaurus.net, I think it was) that keeps timing out/taking a long time to load. So that's why it's giving a 500 error, I think. I removed the image and the page is loading a lot better. Basically, some images aren't lazily loaded in a sane way. This is something that needs adjusted. But I can't justify it when a site upgrade is going to happen. Issues mostly arise from downloads with lots of images, big images and/or ones on unreliable hosts.
  22. The voting for the holiday competition begins tomorrow. Good luck to all.

    1. Daedra

      Daedra

      Good luck to everyone. eezstreet, I need your word to upload those soundpacks to "Audio" section of Downloads.

  23. Can be done via a tw ICARUS script: affect ("s"){ SET (SET_INVINCIBLE, TRUE) } Where "s" is the script_targetname of the NPC.
  24. I don't think this is going to be possible.
  25. You can use JKA models in JK2 via JK2MV. Note that JKHub does not publicly endorse for - pay modding. Conduct that sort of thing privately.
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