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eezstreet

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Everything posted by eezstreet

  1. Since we now have a server, I was hoping that maybe we could have a community game. It would also be a good time to gather screenshots for the files. So far I know that the following people would be interested in attending: @@Stoiss @@Darth Futuza @@Silverfang. This scrimmage would have to take place after the next update. I just don't like the quality of the released version and it's missing many things (including some shaders). Lightsaber combat will also be tested during a match interlude. Discuss maybe what time works for you. I can be available whenever within the next two or three weeks, but after that will be a bit chaotic.
  2. Nice to see that someone put up a server. I will sticky this thread. Is your server located in the US or EU? @@Stoiss has kindly hosted EU servers in the past.
  3. No. Because this thread is devoted to Ep7, not about whether the EU should have been scrapped. Don't make this personal. Last warning on this matter. Move on.
  4. Updated. I have decided to expand upon what all will be in this update. But I don't want to spoil what all will be in it. Let's just say that armor will finally have a purpose.
  5. Updated.
  6. This is a small thing, but something noteworthy nonetheless. As any of you have played the version after migrating to OpenJK, the ammo indicators didn't work correctly. Well, now they do. The tech behind this can also be used for other things, such as timers on maps. Anyone who watched the older videos might be aware of the Arena map which had a working timer for matches - this can be used for that as well.
  7. This. Please no more discussion about the EU. I think it's interesting how they've taken elements from it, but it's not ripping off something if it was already in the universe, and the conversation is starting to degenerate. My need for moderating this topic has caused the movie to be spoiled for me. Are you happy?
  8. The detachable eweb is really cool. reminds me of the newest Wolfenstein game
  9. It's marked as a trailer, that's what I reviewed it as. The animations are still crap, but I gave them the benefit of a doubt that they'd improve upon it. I'm just saying that this could've been laid out better as a trailer is all. EDIT: And that being said, they did do a few things right. I rather liked a few scenes.
  10. I understand. I'll continue monitoring the thread.
  11. Yeah, and KOTF also included the JKA assets along with the download. Definitely an interesting parallel there.
  12. The tutorial has been approved. Sorry I missed it, the notification is very tiny.
  13. The one in EOC4 is yours. The icon that's in it matches the one in your file here on JKHub. EDIT: See above.
  14. ...why does EOC4 include both the JK2 and JKA assets, and also JKG stuff? There's no readme for any of the JKG stuff either, let alone proof of permission. In fact, on your promotional stuff on Moddb, there's even JKG effects being shown, but we never gave permission for any of those effects to be used. While we provide the assets free of charge and allow private use, you will need some sort of acknowledgment on your part that those effects belong to JKG. Otherwise it looks like you made them, which is completely inaccurate. FWIW this is why we intended to include PK3 protection on the files with JKG in the first place, because we were (apparently rightly) convinced that people would take the assets and claim them as their own. I'm a little bit wary of it in general though. For instance there's a Kylo Ren model included. Both of the Kylo Ren models on this site state "Other people may not use this file in their mods without permission" and yet the owners have never received a private message from you guys. Unless there is a third Kylo Ren model somewhere or they deleted the private message, I have to assume that this was taken without permission. If @@Kualan and @ are obliged, perhaps they could download EOC4 and see if their file was included?
  15. It's because you are not waiting at all for the NPC to finish walking. You need to wait a certain amount of time (even after the do/wait) for the NPC to finish walking. Here is 4_point_patrol.ibi, a Raven script, decompiled by DEvaheb: // Generated by DEvaheb v1.0 // Decompiled from file "C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\GameData\base\4_nav_wander.ibi" task ( "nav_patrol1" ) { set ( "SET_NAVGOAL", $get( STRING, "SET_PARM1" )$ ); } task ( "nav_patrol2" ) { set ( "SET_NAVGOAL", $get( STRING, "SET_PARM2" )$ ); } task ( "nav_patrol3" ) { set ( "SET_NAVGOAL", $get( STRING, "SET_PARM3" )$ ); } task ( "nav_patrol4" ) { set ( "SET_NAVGOAL", $get( STRING, "SET_PARM4" )$ ); } do ( "nav_patrol1" ); wait ( "nav_patrol1" ); wait ( $get( FLOAT, "SET_PARM5" )$ ); do ( "nav_patrol2" ); wait ( "nav_patrol2" ); wait ( $get( FLOAT, "SET_PARM5" )$ ); do ( "nav_patrol3" ); wait ( "nav_patrol3" ); wait ( $get( FLOAT, "SET_PARM5" )$ ); do ( "nav_patrol4" ); wait ( "nav_patrol4" ); wait ( $get( FLOAT, "SET_PARM5" )$ ); set ( "SET_BEHAVIOR_STATE", "BS_WANDER" );This script takes 5 parameters from parm1/parm2/...: - parm1/2/3/4 are targetnames for patrol points - parm5 is how long to wait for the NPC to walk to each point
  16. Animations aside, these people really need to work on their cinematography: - Mon Mothma audio editing cuts super bad. They would've been better off using the original - Dialogue between Kyle and Jan when they land is too quiet - The panning of the camera across the cloning pods is awesome! Unfortunately it is ruined very quickly by that cut to Kyle. - The scene with Galak talking to Desann is too busy. The tie fighters and explosions in the background are a major distraction. Also it is extremely jarring to go from a fast paced action scene to a slow brooding one very quickly. - The montage of empire working is good, but again ruined by a hasty transition. - Usually with a trailer like this, we'd be seeing very little of the film. However it seems like we're getting a blow-by-blow synopsis, which I don't much like. - The framing of Jan's "death" scene is better than in the original game, which was frankly confusing. Props for that. I also like how they've shown how Jan was captured, and I think they did it in a neat way. But it leaves a plot hole: how did Kyle make it to the Valley if his ship was damaged? - I stopped watching after the Valley scene. The lip syncing was very very off. I see what they're going for, but the execution just needs so much more work to me. It's hard to take the intro about "quality expanded universe" content seriously when the animations, sound design, camera work (at times) and editing are very rough cut and amateurish. If they intend to do more editing later on I understand, but this is just unwatchable to me I'm sad to say.
  17. @@ent is an old entity. He will show you the ropes.
  18. Offset is how far you want the other person to be away from you. So your code should look like the following: void Cmd_TeleMe_f(gentity_t* ent) { float offset = 32.0f; vec3_t dir, pos; _VectorSubtract(ent->client->ps.origin, ent->client->ps.viewAngles, dir); _VectorMA(ent->client->ps.origin, offset, dir, pos); // pos now contains the position you want that person to teleport to } The first two args of VectorSubtract might have to be flipped around. I can't remember which way they go. For getting the other player to face you, I know it's possible. @@Scooper is great with vector math though. Much better than me. I'm pretty sure.
  19. Subtract the viewangles from the origin to get the direction. Multiply the offset in units by the direction to get the change in units. Add the change in units to the origin to get the final destination. So if this is a mathematical equation: a - o = d d * f = c c + o = s Where a = viewangles, o = origin, d = direction, f = offset, c = change from origin and s = solution. That could probably be simplified somehow. There are functions VectorMA, VectorAdd, VectorSubtract which do this. I don't know the parameters of each off the top of my head, but the last one is always the result. Also there is VectorCopy. EDIT: VectorMA is "Multiply + Add", meaning you can do the last two parts of that equation in one line of code.
  20. 1. Just because the .ent file addition was done for MP doesn't mean it can't be done for SP just as easily. 2. The waypoint system in JK2 is actually also different as well. There are different entities that are used for the waypointing, among other things. 3. There is no "code that is commented out" in regards to JA AI. 4. Reborn/saberuser AI got nerfed though. I think this would require the most work as duellists don't use waypoints at all. 5. Now granted, if you did waypoint the JA maps properly, that would probably eliminate 90% of the problem things (mostly not using cover, etc). But there are a few small things I guess which could make the AI more challenging: having them pick up weapons which are stronger (I've done this already in JK:E), making them dive out of the way when thermals/repeater alt is used (they do run when a thermal is thrown in JK2) and having them run away when someone with a saber gets close. Also some minor tweaks to the firing. The repeater burst is silly. 6. Note: Padawan/Jedi difficulty should not be used as a measure of how "dumb" the AI actually is. It's actually quite smart on the higher difficulties of JK2. It's dumbed down on purpose on the lower difficulties to make them easier.
  21. Is there a waypoint in the middle of that trifecta, as I'll call it?
  22. This thread has been moved to Art, Media and Technology Let's keep it civil fellas. I've had to hide several posts in this thread yet again. Have a nice day.
  23. It's available on the Downloads section on this site. It was actually just added a few days ago. I suppose I can add that as a question too.
  24. Updated the Ingame menu today. It's looking pretty fabulous.
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