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Posts posted by eezstreet
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I believe that doesn't count Misc Model's and Misc model statics, but other shit. They really need a more precise list of this some where on the tutorial section, what counts and doesn't count and how certain situations may change this.
I gave you the answer to this question already.
Langerd likes this -
OpenJK, if that's any help to you?
OpenJK doesn't add normal maps on its own. You'll need to use the rend2 or warzone renderers if you want normal maps.
General Howard likes this -
I think there's some utility in having shield animations for everyone to use. Particularly in mods that have a medieval setting.
Thoughts, @@minilogoguy18 / @@DT85 ?
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When I work on this again.When?
R4D1C4L likes this -
There isn't a multiplayer Jedi Outcast component in OpenJK. That's more of what jk2mv does.
If you are having trouble with builds compiled from source you can try some of the premade Linux builds.
EvilSupahFly likes this -
(Also, it doesn't use any of those bitmasks you mentioned; I don't even think they exist?)
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@@NAB622 that looks mostly correct to me, although TFFA and CTF should be 4 and 5, respectively.
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Not sure what you mean by bitflags, but the game types can be found here: https://github.com/JKGDevs/JediKnightGalaxies/blob/master/codemp/game/bg_public.h
(All of the #ifdefs are disabled)
Smoo likes this -
The new ones have Adam Jensen as a protagonist, not JC Denton.You can start with adding a sunglasses I am not into the Deus Ex franchise but the newest ones has the same protagonist? Or They are two diffrent people? If They are the sam You can make two version skins old/new
Denton made another (higher-poly) appearance in Deus Ex: Invisible War
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Hi, that's a lot of models! Did you get permission to use all of them?
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I hated the boring, repetitive combat in KOTOR and Jedi Academy ruined the good combat from JK2 and added a campy story. I really wasn't blown away by the story in KOTOR, but KOTOR2 did a lot better of a job but it was incomplete. In my mind I put KOTOR2 definitely above KOTOR but they're both "meh" to me.Jedi Academy has one of the best melee combat systems of all games, so it can not be meh. KOTOR and KOTOR2 have very good stories and characters, so neither meh.
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Meh tier:
JKA
BF1 (BF2 was considerably better)
KOTOR
KOTOR2 (a bit better than the original)
Mysteries of the Sith
Bad Tier:
TFU
Kill it with Fire Tier:
TFU2
Kinect Star Wars
Don't understand the hate for Bounty Hunter, that was a pretty good game; not great, but good.
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This is a wishlist. Not a commitment of an actual new format.@@eezstreet, I would recommend holding off on this new format until I can recreate and confirm any jitter... if my results (using both Carcass 2.2 and Noesis) show no jitter then there's no need to waste your time that could be spent elsewhere.
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Is there a repo for this or something? I have some UE4 experience.
gerbilOFdoom, DT., Smoo and 1 other like this -
To start out with, a Noesis plugin for GHOUL3. Anything else is gravy.
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I would consider researching what other games are doing for storing animation data. MD5 animations do some kind of storing of deltas but perhaps things have improved even further since then. Rich might know more if he's happy to discuss.
The adaptive delta compression was Rich's idea.
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I played in a tournament a long time ago with instagib repeaters and a last-man standing type of mode. (I placed #2). Would happily play again.
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I am considering working on a new GHOUL3 format that improves substantially upon the previous GHOUL2 format and makes the game more moddable. This is more of a wishlist than something I can guarantee will happen (at the moment).
Model Features (GLM3)
- Wrinkle maps (?)
Animation Features (GLA3)
- Removed hardcoding of animation names; they can be user defined and scripted in as needed
- GLAs can optionally be split into several GLAs bound by a meta file, so they can be loaded as needed by the game. Much faster loadtime and less wasteful memory usage.
- Resplit animations into four additive regions, instead of three; adding an additional lipsync channel instead of these being handled haphazardly by FACE animations
- 16-bit (FP16) quaternions and rotations, upgrade from FP8 for more precise motion OR 32-bit (FP32) quaternions and rotations
- Adaptive delta compression instead of a flat list of quaternions/transformation for smaller filesize and memory footprint
- RLE encoding? for smaller filesize
Smoo likes this -
https://discord.gg/7hXBN@@eezstreet Could you post the invite link to the "JKCommunity" Discord channel here, for @@Deltm.
Thanks!
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You aren't going to get it to work out of the box, unless you compile it on Visual Studio 2003.
If you don't like OpenJK's code, you can always revert to the commit which was just clean, working code.
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Windows 64bit
For the JKA version, the installation instructions are given in the README file:
If you're on Windows, put ja_enhanced.x86.exe, rdcustomsp-vanilla_x86.dll, SDL2.dll and rdsp-rendsaurus_x86.dll alongside your regular Jedi Academy base folder.
For either OS, put the "jaenhanced" folder alongside your base folder.
You can launch the mod with "Jedi Academy: Enhanced" or ja_enhanced.x86.exe depending on your OS.
For the JK2 version, you're going to have to point me to where you got that from, as there isn't a public release for that as far as I know.
Pickles256 likes this -
How come "JK: Enhanced" for JKA, isn't getting any love?
It is, and they are in fact built upon the same platform (EDP). However redsaurus is the one who develops the JKA portion of the mod and I develop the JK2 portion. We're just active at different times of the year, which is why you mostly see JK2 related stuff now. I would even argue that the JKA portion is much farther along and feature-rich than the JK2 part.
TheWhitePhoenix, General Howard, R4D1C4L and 1 other like this -
In-game:
- Entity limit is 1024, but players, lightsabers and bodyque take up around 100 entities or so, so the functional limit is more like 900.
- Lights do not count, they are removed during compilation of the map.
- ref_tag, info_null, target_position, info_notnull do not count, they are removed after the map is loaded by the game.
- worldspawn and weather entities do not count, it's not treated as an entity by the game and aren't spawned.
- NPC_Spawner (and all derivative types) are removed from the entity list after they have finished spawning all of their NPCs.
- misc_model does not count, it's baked into the map. (misc_model_static and misc_model_breakable do count)
- Waypoints do not count.
q3map2/Radiant:
- Entity limit is 2048
- Everything counts, including worldspawn, lights, and func_group
There might be a version of q3map2 that is compiled to have higher entity limits, maybe @@UniqueOne's wzmap has a higher entity limit?
Smoo and AngelModder like this
Boothand's gamedev weeklies
in Art, Media & Technology
Posted
is that...?
no...
it can't be...
It's DAT BOI?