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Everything posted by eezstreet
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Hmm. I don't know how to accomplish this.
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I am willing to remake the last position into a wildcard role. I merely suggested a Social Media Moderator since we don't have a dedicated person which handles that, and we've got three social media accounts - Twitter, Facebook and Steam which don't receive many updates. That being said, if anyone has ideas, they can post in the Ideas and Issues forum. We just have an immediate need of these types of people right now. We could certainly use more people down the line.
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How is this failing exactly? Are the characters not walking in?
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There isn't a tutorial on it. I don't know how Elite Force handles NPCs moving, but you'll need to create entities called waypoint_navgoal in your map to serve as positions for the NPCs to walk. Give them a script_targetname. You can then do something like this: affect (script_targetname of NPC) { set (SET_NAVGOAL, script_targetname of waypoint) }
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I've always been Admin, lol
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You can't open compiled IBI scripts with BehavED. You will need to decompile them first using Devaheb, which is available on the Downloads section of this site. As for memory allocation issue when running a map, what kind of memory allocation issue?
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I've only received four applications total. Don't all apply at once, now. I will pick the new people by the end of next week.
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Greetings, JKHub. We have some changes to announce regarding the staff. Staff Retiring First and foremost, editor @SiLink has decided to leave. He has done an admirable job as our first guest editor. Secondly, veteran administrator @Circa has retired from the staff. Here is what he has to say on the subject: He will help the transition to a new staff before retiring. Circa has been here through the thick and thin of the site and has helped us push through the highs and lows we've seen - including several server moves, shutting down of our hosting services, the source code release, and JKFiles shutting down. Effective immediately, I (eezstreet) will be taking over the administrative duties of the site. Four New Staff Positions With that in mind, we are now looking for four dedicated members of the team. We are looking for a new moderator, two new staff editors, and a social media position. Below are the responsibilities of each position:Moderator: Responsible for managing the forums and approving files. Moderators help keep the peace in times of chaos.Editor (x2): Responsible for posting interesting and important articles regarding the JK/SW community. Some experience in the competitive community is a plus, as we are trying to cover that angle a bit more thoroughly. They are also dedicated editors of the wiki.Social Media Moderator: A new position in the staff, the Social Media Moderator is responsible for managing external social media pages, such as our Steam group, Twitter and Facebook accounts. They are also dedicated editors of the wiki.In the future we will be promoting a staff member to administrator in order to fill Circa's position. Please send me a Private Message or use this topic to fill out an application. Tell us about how you enjoy the JK/A games! We would love to hear about it. Be sure to include the position you are interested in on your application. Click here to view the article
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Greetings, JKHub. We have some changes to announce regarding the staff. Staff Retiring First and foremost, editor @SiLink has decided to leave. He has done an admirable job as our first guest editor. Secondly, veteran administrator @Circa has retired from the staff. Here is what he has to say on the subject: He will help the transition to a new staff before retiring. Circa has been here through the thick and thin of the site and has helped us push through the highs and lows we've seen - including several server moves, shutting down of our hosting services, the source code release, and JKFiles shutting down. Effective immediately, I (eezstreet) will be taking over the administrative duties of the site. Four New Staff Positions With that in mind, we are now looking for four dedicated members of the team. We are looking for a new moderator, two new staff editors, and a social media position. Below are the responsibilities of each position: Moderator: Responsible for managing the forums and approving files. Moderators help keep the peace in times of chaos. Editor (x2): Responsible for posting interesting and important articles regarding the JK/SW community. Some experience in the competitive community is a plus, as we are trying to cover that angle a bit more thoroughly. They are also dedicated editors of the wiki. Social Media Moderator: A new position in the staff, the Social Media Moderator is responsible for managing external social media pages, such as our Steam group, Twitter and Facebook accounts. They are also dedicated editors of the wiki. In the future we will be promoting a staff member to administrator in order to fill Circa's position. Please send me a Private Message or use this topic to fill out an application. Tell us about how you enjoy the JK/A games! We would love to hear about it. Be sure to include the position you are interested in on your application.
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If I seemed like I was dogging on you, then I apologize for that. I tend to do that without realizing it a lot of the time. However, I mean to challenge you as a journalist/editor to make better articles. A short teaser trailer is not all that interesting, and apparently many people agree. In the past we have done larger articles with more substance. It's jarring to see a teaser here, which is something we've seen in Advertisements before. You have to handle criticism a little bit better. If you want to continue this discussion via private message, I am certainly willing to bring you back on and I will watch what I say a little bit better. You have good intentions.
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Thread moved as per OP's request.
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It's valid criticism. People expect more because the past has yielded more. @ hit the nail on the head here. Quitting over little quibbles is just silly. As a side note, we now have two editor positions open. Any takers?
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It's legitimate criticism. This feels more like an advertisement than an article, and doesn't really have much substance. ¯\_(ツ)_/¯
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[WIP] Raven's Claw 1st Person Cockpit...
eezstreet replied to Archangel35757's topic in WIPs, Teasers & Releases
We are thinking that the Raven's claw has two cockpits - a backseat with pilot and copilot, and a front seat with a gunner's position. A crawlspace in pilot's position is used to access the gunner's position. However, the guns aren't visibly seen on the exterior of the ship, they probably pop out of the ship like the lights on a Firebird. I'm also thinking that the scale of the Raven's Claw ship model is off by a significant amount, at least with modelscale 1.0. -
It's not a mod, but a stable base of the game. I don't think they distribute JK2SP versions, so you might have to compile it on your own unfortunately.
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Not really. The only major differences are species selection and the differences in sabering. In terms of tech, JK2 actually supports JKA .npc files perfectly fine, this functionality just isn't used in the final game for whatever reason. .str files are just an incremental upgrade from .sp files and they used a different tool for them. JKA supports loading new _humanoids for SP with cutscenes, they did this so that porting to the consoles would be easier. There are no missing features from JK2 as far as I'm aware. The inventory system in JKA still exists and you can use the buttons, they are just hidden in the controls menu.
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I'm lost. Is this an article idea or a mod?
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When you compile the script it creates an IBI file. You'll want to place that in the PK3. This topic has been moved to Coding and Scripts
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I think upgrading to 10 is am important upgrade because they're talking about it having something like a 10 year cycle with no new OS coming out between then.
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I don't think there is in the base executable (jamp.exe) but there might be an option for it in OpenJK. @@ensiform or @@Raz0r, consult?
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Have you tried playing windowed mode on a resolution that matches your desktop resolution?
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The ESL stuff? I was hoping you'd contact them for their database or if they could get the data.
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Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
Height map terrain is actually in the game, in the form of the RMG system. The terrain entity uses a texture + height map to generate a landscape. The tech is there, just not used. I've been basically saying this all along. What we need are compelling experiences and right now there are none outside of the main campaign and the ultra competitive, steep learning curve multiplayer modes. There's nothing to keep people around for a long time. I think rend2 will help draw modders, but it's ultimately not a silver bullet in bringing players in. Neither is an open world system. Skyrim got popular because it's a much newer game and it was hyped up to the extreme on its release. Same with Fallout 4. It's one of the best open world RPGs that's out there, and it's a popular game series too. Making a new mapping system isn't the right way to go. You can still make great experiences on this engine, there's just few people willing to do it. ...and JKA still has a better sabering system than Skyrim ever could. -
Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
Name me one game with huge maps/open world with twitch gameplay. The two don't match up well. And nor should they. Open worlds are meant to have every nook and cranny explored, not blazed through. I think you're high if you think Skyrim or any of its mods have as good of sabering as JKA does. Like mega high. Sidescroller games aren't always 2D. Neither are shoot-em-ups, puzzles, fighting, MOBAs, ... and none of these have been really explored with JKA. Oh please. If you think that fancy water shaders, depth of field, ambient occlusion or FXAA don't reduce framerate, then you've completely lost it. Do a benchmark test, latest rend2 vs yours with all the stuff on it. Also you're talking out of your ass. rend2 has always supported culling of PVS clusters, I say support here because the code that actually handles the PVS stuff isn't in the renderer at all last I checked. Pixel shaders objectively make the performance worse at the cost of graphics. They don't magnify any problem with the engine. Unless of course you're writing ARB shaders which is what dglow was written in before, then of course you're magnifying those shit issues, but you've got bigger problems I think if you're writing those outdated shader programs on something which supports GLSL. That's literally the only case where that makes any sense. OJK isn't an engine. It's a stable base for the Jedi Academy game. I certainly wouldn't consider it a platform with any merit since there's no games made specifically for it, planned or otherwise. I never said that engines aren't alternatives to each other. I said that games aren't alternatives to each other. Plus there's different design philosophies behind both anyway. Honestly if you want to make an open world Star Wars game, go mod Skyrim. If you want tight combat with smaller settings, this is the game to mod. Trying to make a catch-all modding paradise is way beyond the scope of OJK, and quite frankly beyond the point of this thread. If you want that, go use Unreal. Doesn't mean it won't be a Jack of all Trades at what it does , however. -
Wait, what are you saying happens here? Because I've had a freak bug in the past where limbs would spawn into new NPCs and try to fight the player. And uh...yeah, it's about as terrifying as it sounds.