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Everything posted by eezstreet
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Shaders get registered when you init a Ghoul instance, or do any kind of precaching.
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Why would you register shaders prior to cgame loading?
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There is no "equipping" of a shield, they are just turned on/off, via the ACI. Or inventory, whichever.
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Look at the path. It is looking for a /basemodels/players/... instead of /base/models/players/... Try adjusting settings in the program itself so it looks for the right directory.
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Most of those states would probably be under "Eastern North America" or "Central North America"
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When you have your shield active when it is out of charge, and you take damage, the shield suffers durability damage and can therefore be broken, same as with other items. Durability will be implemented probably at a later time. For right now, the shields will do their overcharge effect.
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The one used by the game for the missiles is an MD3, I believe. I could be wrong on that.
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Kylo Ren SOUNDPACK & VOICE WORK confirmed
eezstreet replied to Darth Sion's topic in Mod Requests & Suggestions
If it's uploaded like this, does it require another mod in order to work properly? (ie, do you need a playermodel in order for it to work correctly?) -
Your concept was mostly on point. I just changed a few things (see the strikethrough) that have been discussed privately between me and user @@Silverfang. Type can only be seen on Booster shields also. Note also: some shields can have a cooldown rate of 0. This simply means that they don't have a cooldown (ie they passively regenerate during combat)
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You are right in saying that perhaps Ren is an apprentice, and not a Lord. I struggled a bit to come up with the name of them. The problem with these archetypes is that they are named based on ranks (Luke can be called a Master, for instance) and not on the fighting style, which is what I meant to convey. Think instead of there being three lightside and three darkside versions, and you get the idea: Light Warrior: Uses lightsaber and force powers in balance with one another, designed to be a tanky type/see the brunt of the fireLight Adept: Fast-moving, uses healing and evasionLight Forceuser: Uses their force powers in dramatic ways to take down enemies quickly (more of a utility character than anything else)Dark Warrior: Darkside version of Light Warrior (I guess Count Dooku would be one of these then, now that I think about it. He kinda knocked people's blocks off with that Lightning use)Dark Apprentice: Fast moving variant of Dark Warrior that doesn't really use powers.Dark Warlock: Mad forceuser with a lust for power, but also heals/energizes his minionsThese aren't exactly classes, but typical playstyles that I want to see as being viable. In some ways they represent the movies, in other ways not so much. I want to keep the force system a secret for right now. Each of those playstyles is based on a distinct ideology which you see in the movie. And I disagree, Yoda wasn't exactly hell-bent on destroying the Sith, he was instead wanting to rally people to destroy them/bring them down a peg because they disrupt the balance of the force between light and dark. Kylo Ren isn't a Sith Lord or anything, but he was definitely driven mad with power. We see lots of downright scary use of the Force from him in the movies. This thread is still a WIP by the way, so things will change between now and then.
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As long as you include the new imports at the end of the structure, it might not break compatibility with base. However, I think that some CGame imports have no business being in UI (trap->R_RegisterShader, for instance. You should only be using trap->R_RegisterShaderNoMip in UI)
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Three people confirmed to be Antarctic space aliens.
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Jedi Academy: Enhanced link isn't working
eezstreet replied to gamerdude42's topic in Jedi Knight Tech Support
Noted, not 100% sure what causes this. It was approved while we were being DDOSed by someone I think, which is why the file is being weird. If you provide a concrete list of files that do it, that would be helpful. Ones that I know so far are: - Jedi Knight Enhanced by redsaurus I don't think it's going to be something that I'm going to fix via the DB, I think I'm going to log into each person's account and just redo the downloads by hand. Sorry about the inconveniences. -
Kylo Ren SOUNDPACK & VOICE WORK confirmed
eezstreet replied to Darth Sion's topic in Mod Requests & Suggestions
Staff opinion: This is probably fine, as long as you edit them (and you probably need to anyway, because it's somewhat unlikely that they use 44100 khz mono MP3 files) Personal opinion: I think releasing them as a pack is a bit lame, you should provide them as a free resource via personal dropbox or something that people can include in their models of Kylo Ren (there's a bunch in the competition, for instance) -
Eitani's Top 5 Personal Complaints of JA
eezstreet replied to eiTani's topic in Jedi Knight General Discussions
There is no such thing as an "easy fix" when it comes to poke/wiggle, at least in the base system. You'd have to redesign the entire saber system to where it's either impossible to do, or make it so that the strategy is relatively useless (like it is in MB2 or JKG). -
The Jedi have long been followers of the light, and have many powers aimed at peaceful conflict resolution or helping those in need. There are three main archetypes: Knight: The prodigal warrior monks, they aspire to hunt down any trace of darkness. Notable Jedi Knights include Obi Wan Kenobi and Mace Windu.Adept: Fast-moving, they seek to disarm their opponents and heal their allies in a desperate attempt to do the right thing. Notable Jedi Adepts include Luke Skywalker and Rey.Master: Wise and omniscient, they understand the balance of the force and use it to vanquish their foes. Notable Jedi Masters include Yoda and Qui-Gon Jinn.The Sith are the counterpart to the Jedi, and seek to destroy it. There are three main archetypes: Warrior: They see the dark side as superior and try to subjugate those who cling to the weakness of the Light. Notable Warriors include Darth Vader and Desann.Apprentice: In a desperate attempt to please higher powers, they will go to any length to prove their allegiance. Notable apprentices include Darth Maul and Count Dooku.Lord: Consumed to the point of madness with lust for power, they strike with savagery at those who stand in their way. Notable Lords include Kylo Ren and Darth Sidious.Of course, there are other paths and motivations for one to pick up a lightsaber. What will yours be?
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Thread moved to Jedi Knight Technical Support How did you purchase it? Also, please make sure that you are posting in the correct section or your thread will get moved.
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He means do, dowait and wait commands, not signal/waitsignal. I think.
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You should totally submit the Finn skin to the site, and to the competition that's going on. Also, you totally can submit that Shrek skin. Porting restrictions have loosened up a little bit.
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@@UniqueOne did something like this.
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As user @ pointed out to me, the title crawl video is very ugly and should probably be changed. I have already done some stuff for the title crawl in the JK2 code, like making the text for the A long time ago... part use a different font, and also an audio related hack so that stereo music is an option for the title crawl (it is actually a sound effect, and thus uses mono) But there's something more we can do though. The ROQ format is a bit of a pain to use, and the video does not have proper support for both widescreen and 4:3 monitors. I propose we use a different container entirely. As you may or may not know, JKG uses the OGV (theora video encoder, related to OGG vorbis), and included hacks for it way back before the source code was released. I propose we use this format from now on. You can preview demos within your browser: https://wiki.xiph.org/TheoraTestsuite In case you don't know how the text crawl works: It starts with a silent ROQ that plays the STAR WARS logo. The text crawl music plays. The ROQ gets paused once the logo fades away.The text comes in through a TGA and gets scrolled across the screen.Once the music ends, the game signals to the ROQ to continue playing. This section of the ROQ has sound. In terms of what is actually changed to the text crawl, here is a laundry list of what needs altered: The text on the loading screen doesn't use the correct font ("A long time ago in a galaxy far, far away...")The text crawl itself uses the wrong font (Arial or something? but it's not the right one, at any rate). (change the TGA)The audio often plays before the STAR WARS logo shows up. To correct this, we could change the first bit of the video to be the loading screen text fading out. That way, the audio can be in sync.The audio clips at the end of the text crawl. We can make the entire OGV muted and just time the OGV to play again at a specific time. This will require some degree of timing to get correct.If anything, we could just change that TGA because the text makes me ache inside just a little bit.
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This error has been asked about at least a dozen times before, and I might as well sticky this since I'm sure it will be asked again. Basically the error arises is caused by models which are a little too complicated, whether it be through polycount or whatever. There are a few models which are well known to give the issue, including Inyri's Geth Trooper. This is something specific to the models you have installed, nothing to do with hardware or anything like that. However you have some tools to fix the problem: - Lowering the model quality in Video Settings might fix it. - Use OPENJK (builds.openjk.org). This is fixed in every build available. - Fix the offending model manually, although you have to edit the model/glm.
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Obi-Wan Kenobi 3D model-->JKA playable model
eezstreet replied to Comicboy's topic in Mod Requests & Suggestions
Someone still made those assets. It's no different from releasing someone else's work without permission. Regardless, the model would still have to adhere to our porting policy. If it's a "remix" of the original model, you should be alright. I understand if it's difficult to stray far from the source material though. -
You need to call the traps that are responsible: trap->RE_LAGoggles and trap->RE_GetLightLevel. See how those get used in the JK2 code.