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eezstreet

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Posts posted by eezstreet

  1. 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
  2. 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
  3. How come "JK: Enhanced" for JKA, isn't getting any love? :huh:

    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.

  4. 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?

    AngelModder and Smoo like this
  5. Any weapon you'd like me to do in particular? I hope to redo all jka&jko weapons at some point in time. Will also retouch my dl44.

    The DEMP2 would be good, seeing as how nobody has ever tried to remake that to my knowledge. That, or the rocket launcher. I know you also made an E-11 at one point, didn't you? We could probably use that with some nice PBR shaders.

  6. Great! In theory, would it be possible to have a tool that can render menus and let's you test them without having to start the actual game?

    I'm not sure I understand the purpose of such a tool - you can do all of the editing ingame with this tool (for the most part).

    In the future I am also considering making a binary menu format that will load faster and only be editable ingame.

     

    Absolutely wonderful. Fantastic work! Perhaps a list of "shown" and "hidden" itemdefs? Sometimes, a lot of elements could be hidden and not accessible immediately. In addition, some action/mouse-overs draw itemdefs to a set point of coordinates (think the "glow" that draws on the Base JA menus). Would this be changeable?

    This is part of the plan, yes. The controls and feature list are still subject to change.

    erfg12 and therfiles like this
  7. @@eezstreet

     

    If you're interested - I have a clean, "DF2-free" version of DF2's GL2 here for you. I started off from JKE master and added the GL2 stuff in, minus widescreen in-case you have something of the like in JKE already. JK2 should also have GL2 support in the cmake files, but it's untested:

     

    https://github.com/DT85/DF2-EDP/tree/Clean-GL2

     

     

    Changes from JKE master:

     

    - renamed all sp vanilla renderers to GL1

    - added GL2 with untested JK2 support in cmake files

     

     

    EDIT:

     

    I've noticed that some stuff that's in JK2's code, isn't in JKA's code. For example, json. Will the JK2 features be shared at some point?

    Yes, when a proper release of EDP comes. A lot of the features are still very heavy WIP at the moment (nav editor can't save yet, among other things).

    I intend to create a whole bunch of issues on the Github page detailing everything I need to complete.

     

    Were the functions that were missing from GL2 but required for JK2 (eg, jpeg buffering) added?

  8.  

     

    M41WWEF.jpg

    In this picture, I've selected the Cheats Menu item and moved it to the right.

     

    pE90YD0.jpg

    The properties window opened

     

     

     

    Very super early WIP but there will be the functionality to edit .menu files from ingame so it's easier to make quick adjustments to the menus.

     

    Controls

    You need to have the cvar "developer" set to 1 in order to use this.

     

    F11 - Enable/Disable ingame UI editor

    F12 - Take screenshot

     

    Main controls

    • MOUSE1 - Select itemDef
    • MOUSE2 - Deselect
    • N - Create new itemDef
    • DELETE - Delete itemDef
    • P - Toggle Property Window for selection
    • Arrow keys - Move selected itemDef
    • I / K - Stretch/shrink itemDef vertically
    • J / L - Stretch/shrink itemDef horizontally

    Property window controls

    • ENTER - Edit property
    • Up/Down arrow keys - Scroll through properties
    • PAGE UP/PAGE DOWN - Scroll through properties (faster)

     

    The properties window, creating new itemDefs, deleting itemDefs, and saving are not currently done yet.

    I made a Developer Menu to test this feature out on, which will also have cheats and stuff.

  9. The GL2 renderer (rend2) will use realtime lighting as an option in addition to lightmaps. Which of course means that you can preview your lights and get the mood just right, unlike in Radiant.

    There will be an ingame lighting editor which you can use to add, remove, and adjust lights on your level. These lights will get saved to a .rtl file with the same name as the map (t2_trip.rtl for instance). A .rtl will get automatically generated at level start if one does not exist, based on a special "realtime_light" entity (which gets discarded after map load, so it doesn't affect the entity limit).

     

    No screenshots of this yet, just code, which I need @@SomaZ to assist me in finishing.

    I've got the code written, except for the saving and loading. Just the basic console commands for right now.

    https://pastebin.com/StwxpyiK

     

    It's currently set up like a gamecode file - you'll want it to probably live on the client.

    afi, Archangel35757 and SomaZ like this
  10. I think ashura is referring to the md3 version as that's done. I'm still making all of the animations for the ghoul2 version, but it won't have all of the animations you've listed mostly due to them not being implemented in code or simply not needed for DF2.

     

    Example would be alt fire animation. There isn't one for player models, it's just one fire animation for both modes.

     

    I was thinking of doing button activate animations but it'll never 100% match up with the button on the map. You'd be watching the players finger press thin air. To fix this, you'd have to lock the player input and move them to the correct position. I've seen this done in a few games.

    Yeah - that's fair enough, we can implement that stuff later.

     

    I think it's fine if the interaction doesn't match up on the map, it's never going to look great for ammo dispensers etc without some kind of complete overhaul to how those work.

    Tempust85 likes this
  11. Is the code in a "good to go" state? I'm wanting to move DF2 over to this, and asap.

    It works, yeah. But not all of the code that I want externalized, is externalized.

    Basically I want to get the weapons and force powers separated into external scripts or something else, so that the new weapons and force powers can be considered a scripted aspect specific to JK:E, and not part of the "engine" so to speak.

    If you think you're going to be ok with some more upstream pulls, then go for it. There's also a rend2-sp branch as well, and a lot of our code is in common there.

    SomaZ, Tempust85 and Archangel35757 like this
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