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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. We don't allow discussions of cracked games.
  6. Thread moved to Jedi Knight Tech Support and correct answer marked
  7. Regardless, we don't support KOTF. If you want the models, they can be found on mrwonko's JK3files mirror.
  8. Such a tight knit community is sometimes a selling point for people. Some people would prefer playing in smaller groups than with large hordes of players. That's part of the reason why players have decided to stick with 1.00 instead of 1.01. [red]Moderator note: some posts have been hidden as they do not contribute to the conversation[/red]
  9. Welcome to JKHub!
  10. [red]Thread/comments locked. Please read the comments before asking if the files are backed up.[/red]
  11. Yes, that's the plan.
  12. Thread moved to Requests and Suggestions forum
  13. By uninstalling it. To put it bluntly, that "mod" is a pile of crap and I wouldn't be surprised if you had issues with it.
  14. Probably an issue with Github. They are really dumb when it comes to forks (you can't even search code in a fork)
  15. This is for Jedi Knight Galaxies, not JKHub. But that's a nice idea I think anyway.
  16. Coming soon: we will be having development streams on Twitch to show us working on stuff. This topic will be edited with a Twitch link once we have established the channel. We do this because we want to be more transparent with you guys and also show our workflow to other modders who might be interested in what goes into a top-tier mod. Now here's where you guys come in... What would you like to see in our development streams? Would you be interested in seeing code work, models, gameplay, maps?What sort of music would you like as background in the streams?
  17. In the next patch, we will be doing away with the examine menu in favor of having the information readily available on the inventory menu. For developers, this means that we're getting rid of the .xml files that ship with the game. So why the change? Three reasons... The examine menu uses a different set of files (those .xml things), and if you changed stuff in the .wpn file, it wouldn't be reflected unless you changed it also in the examine menu file. I still like the .xml files though and I may incorporate those as a replacement for the UI .menu at some point. The information on the inventory menu is pulled directly from the .itm and .wpn files, which means that any changes to balance will be directly and immediately shown in the UI. Nice stuff! It was just a clunky design. Having the information readily available is more convenient for the user and saves having to press a button needlessly. It was bugged and not always guaranteed to work correctly. Some information was aligned incorrectly and didn't always show up correctly. The data wasn't able to be translated to other languages. Accuracy Rating Starting with the next patch, you will be able to see raw numbers that the game uses. One of these is the weapon's Accuracy Rating. Weapons will display two numbers here: the minimum, and the maximum. But just what is accuracy rating? Simply put, it is the maximum distance between shots at 100 map units ingame. Generally speaking, you want a lower accuracy rating. This can change based on a number of factors, including: Using the weapon for an extended period of time will increase accuracy rating.Crouching can decrease accuracy rating.Running can increase accuracy rating.Walking increases accuracy rating by a smaller amount than running. Damage On your item, you will be able to see damage. On most weapons, this is fairly straightforward, they just list damage and the type (blaster, acp, slug, etc) that they do. Note that this is before any type of armor or shield resistance. So for instance: "Damage: 20 (blaster)" means that the weapon does 20 blaster damage. For explosives there are three other types of damage: Direct damage: This is the damage that gets inflicted, should someone be hit directly by the grenade without it exploding. This damage is affected by armor, but not by shields (it pierces shields). Did somebody just smack you in the face with a grenade? That's direct damage.Blast damage: This is the damage that occurs in the blast. Note that this damage occurs per tick in some instances (like thermal detonators). Did you get frozen solid by a Cryoban or blasted by a Plasma grenade? That's blast damage.Fallout damage: This is the damage that occurs after the blast. Thermal detonators for instance light the ground on fire. This would be that damage. Did you get slowed by the effects of a Cryoban or ignited by a pyro grenade? That's most likely fallout damage.Recoil Weapons don't display their raw recoil, because it would be hard to quantify. This might change in a future patch with a cvar. Note that this is per-shot recoil. A sniper with heavy recoil isn't as bad as a carbine with it, for instance. Weapons show one of five different recoil values: Non-existent: No recoil. Things like lightsabers, grenades, etc.Light: Between 0 and 0.9 in the .wpn file. Most pistols and some carbines have this.Medium: Between 0.9 and 1.5 in the .wpn file. Most carbines and repeaters are here.Heavy: Between 1.5 and 3.0 in the .wpn file. Quite rare on anything other than rifles and some launchers.Intense: Anything above 3.0. Almost exclusively seen on concussion rifles and launchers.
  18. Nice to hear that you liked it! If you find any issues, remember to post them either in this thread or on our Github tracker. We're still working on the gameplay a bit and it'll change in the coming months.
  19. Thread moved to General Modding Discussions
  20. Maybe just use Xycaleth's version if it doesn't give you issue there?
  21. But still less than most mods. *runs*
  22. I'm 90% sure that that's a bug.
  23. For this month's poll, we are taking a break from The Force Awakens (it has still yet to release in China!) and are going to ask something a bit more personal. Where are you located? Please note that if your precise location is not available on here, pick the closest to where you are located.
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