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eezstreet

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Everything posted by eezstreet

  1. I only have time to skim this topic, but maybe not use a non POD data type (roll your own? Memory management is certainly a trial by fire) as replacement for vector. Problem is that vector is template type. But if you write your own then you won't have to worry about it. Use a macro instead of a template? I never really intended my post to be taken super literally though. It was mostly just pseudocode and ramblings :s apologies if that wasn't clear. Also please refrain from tagging lots of people in your posts, and/or tagging every post. As for reflecting the missiles, I believe the code is handled somewhere in g_missiles.c (pp). (I will try and hold back the urge to write some overengineered thought on this.)
  2. @@Avoozl this is false. Battlefront 1 and 2 used Pandemic's in-house engine, which was also used for games like Destroy All Humans and some other THQ titles. You can very clearly see the influence in the camera angles. I think the argument that an engine is deterministic of the game is quite unsound to say the least. Consider PAYDAY 2. Its engine (Diesel) was originally made for racing games on the PS2. Quite odd then that the game is a FPS/RPG, and driving mechanics were only just recently added. Also, how would you classify games made on general purpose engines, such as Unreal? Anyway, I will almost certainly not purchase it. I am far too busy with schoolwork. Plus I have a bad feeling in my gut that it will include microtransactions.
  3. It's not maintained and it's not a simple job to replace the JA weapons with the ones in the mod. You have to edit the GLMs and MD3s by hand for each one to replace texture paths. That is, if you mean to use those weapons. The way you word your question makes it sound like you're referring to the way the gun is held. You could try editing the cg_gunX, cg_gunY, and cg_gunZ cvars but they are cheat protected I think. PS I recommend the JA++ mod över JA+
  4. For JKG we didn't use two different STAT_ fields. Instead we kept two separate inventories on the client and server and kept them in sync. The server wasn't even aware of what was in your hotbar. (Technically this could open an exploit where you could get any weapon you wanted without actually buying it, but it wouldn't work properly as you wouldn't have ammo for it) Each weapon had a base ID and variation ID. Base being weapon type (pistols, carbines, rifles, shotguns, rocket launchers, concussion rifles, grenades, trip mines, deployable explosives, chemical weapons, lightsaber. Probably other categories, these are the only ones I remember) and variation being the specific type (so pistol -> DE-10 Blaster Pistol, concussion rifle -> Stouker Concussion Rifle, etc) I'm just saying that there's a lot of ways to design the net code. Also consider that you're in singleplayer. There's a lot of stuff you can get away with since this is true. Something like this appeals to me: class Weapon { public: Weapon(const char* filename) { /* Loads the file */ } virtual void Fire (bool bAltFire) = 0; virtual void Equip () = 0; protected: int fireTime; int primDamage; /* ... */ } struct gentity_t { ... std::vector <Weapon*> vOwnedWeapons; std::unordered_map <Weapon*, int> umAmmo; } There's a lot that can be said about the design of data types here, and even just a cursory glance over my code shows a few improvements that could be made. I guess what I'm trying to say is simple. This is not really an easy fix if you stay inside the mindset of changing the engine to suit your needs. You really ought to dive in and see how everything works.
  5. I think @@UniqueOne has the right idea here. The mapping format you have should be based on the content you intend to design with it in mind. I've done a little bit of research on the subject, and there's a few different systems: - Voxels (Minecraft). Grid based system with uniformly sized units, although players, creatures etc can be oriented on fractional units. Can also be said of tile systems like the ones in the original Fallout and Diablo. - Cell Structure (Skyrim). Maps within maps within maps... - BSP structure (Quake). Basic geometry which is rendered to the client with potentially visible sets (PVS) as opposed to distance based - Megatexture (Rage, parts of Quake 4). Geometry is mapped from a (freakishly giant) texture which is compressed. - Hybrid (Most UE engine games) - Procedural (No Man's Sky). Content which is generated on-the-fly and may or may not conform to any of these. Now of course you can use these with dynamic loading or generation procedures or you can keep it static. It doesn't really matter. I have probably left out a few things anyway. The problem is that you can't develop a catch-all system that encompasses all of these systems and have it work well. I think it should honestly be up to the modmaker to implement whatever mapping format they want to do. But certain improvements like the mapping system in Doom 3 seem feasible. I would honestly like to see the BSP code be cleaned up a bit and externalized in such a way that it can be replaced rather easily. But everything is organized in such a way that it's all interconnected.
  6. Look at the RAM requirement. A 32 bit OS restricts you to using 4GB of RAM, and this game requires 6GB. That would be why. Not saying I agree with that though, as 6GB RAM is a lot and seems unnecessarily high tbh.
  7. They have brought back the MB2 site but some stuff was lost. Discuss.
  8. Is multiple threads on this necessary per se (?) I ask because this comes across as a bit spammy.
  9. Greetings. Welcome to JKHub.
  10. What exactly happened?
  11. LÖD is short for "level of detail". When you move farther away from an object, the level of detail (or the amount of polygons) goes down. This is an optimization, because at long distances you can't see the difference, thus putting less strain on your video card (and your CPU, in the case of JA). Also, if you lower your model quality option, the level of detail goes down too. It is highly recommended that your model has LODs.
  12. There was a mod called Asteroids a while ago. I don't know if it's hosted here (it might be), but its main purpose was space combat.
  13. /me summons the Almighty @@Caelum for his opinion
  14. If I remember right, there isn't a way to alter the motion blur. Only disable or enable it. Sorry.
  15. Do you have a specific question?
  16. Thread moved and title changed.
  17. OpenJK wasn't actually made by Raven. They released the source code, and the community promptly created an open source project to fix the bugs, titled OpenJK. Regardless, welcome to the community.
  18. When you say that, it reminds me of SWAT 4, when you got extra points for nonlethal means of arresting suspects, even if you just incapacitated them. I'd love to see a proper reboot to the series, and not something watered down like Battlefield: Hardline was. @@Lancelot, I'd like to move this to General Modding Discussions as it could provide a nice little discussion unrelated to the request. Would this be okay with you?
  19. In some of the balancing that I did, I raised the stun baton's damage considerably, or I added extra effects (such as knocking the player down). It's not a bad weapon for what it is (being a weapon for non-force users for when you run out of ammo), it's just not great at what it does.
  20. Ah, nice to see you here Nozyspy.
  21. Each cockpit (if we're going for multiple) has its own skeleton, but uses the same animset for all of them.
  22. No. It uses a separate skeleton.
  23. Add "weapon WP_NONE" to the bit in brackets on its own line.
  24. You could probably do it with a Jedi reskin.
  25. I'd like to see the thrust controls and steering for the pilot be closer to the face, that way it looks like you're actually flying the ship.
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